I want to place canvas on the image. And size of the canvas must be same as image. Here is my code:
var c = document.getElementById("myCanvas");
var ctx = c.getContext("2d");
var Particle = function(xSet, ySet)
{
this.XPos = xSet;
this.YPos = ySet;
this.Sprite = new Image();
this.Sprite.src = "http://s.cdn.gaiaonline.com/images/thumbnails/85449184bbb9.png";
this.Rotation = 0;
}
var particles = new Array();
for(var i = 0; i < 10; i++){
particles.push(new Particle(Math.random()*c.width, Math.random()*c.height));
}
function draw()
{
ctx.clearRect(0, 0, c.width, c.height)
for(var i = 0; i < particles.length; i++)
{
var particle = particles[i];
particle.YPos += 1;
// Draw image rotated
ctx.save();
ctx.save();
ctx.translate(particle.XPos + particle.Sprite.width / 2, particle.YPos + particle.Sprite.height / 2);
ctx.rotate( particle.Rotation );
ctx.translate(-(particle.XPos + (particle.Sprite.width / 2)), -(particle.YPos));
ctx.drawImage(particle.Sprite, particle.XPos, particle.YPos);
ctx.restore();
ctx.restore();
if(particle.YPos > c.height)
{
particle.YPos = 0;
particle.XPos = Math.random()*c.width;
}
particle.Rotation += 0.01;
}
}
setInterval(draw, 3);
#myCanvas{
}
<canvas id="myCanvas" width="100%" height="100%"></canvas>
<img src="http://krishna73.ru/images/back2.jpg" width=100%>