Ways to incorporate an SVG file into an HTML canvas element while adjusting its dimensions on the fly

I'm struggling with implementing an SVG into my web-based game. I am attempting to draw the SVG, which has been encoded into a data URL, onto a canvas that should match the dimensions of the document window even when the window is resized.

(function() {
var canvas = document.getElementById('canvas'),
context = canvas.getContext('2d');

// dynamically resize the canvas to fill browser window
window.addEventListener('resize', resizeCanvas, false);

function resizeCanvas() {
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;

/**
 * It's important to keep your drawings within this function to prevent them from being cleared when
 * the browser window is resized.
 */

drawSVGBackground();
}
resizeCanvas();

function drawSVGBackground() {
var img = new Image();
img.onload = function() {
ctx.drawImage(img, 0, 0);
};
img.src = "data:image/svg+xml;base64,(A very lengthy encryption)";
}
})();
* {
margin: 0;
padding: 0;
}

html,
body {
width: 100%;
height: 100%;
}

canvas {
display: block;
}

<canvas id="canvas"></canvas>

I'm questioning whether using Base64 encoding was the best approach for this task and experiencing issues that I can't seem to pinpoint.

Answer №1

One interesting fact is that SVG's can be data url encoded.

Another important skill to acquire is knowing how to debug JavaScript. Check out this helpful resource on JavaScript debugging

In addition, I took the liberty of refactoring and fixing your JavaScript code:

(function() {
    var canvas = document.getElementById('canvas'),
        context = canvas.getContext('2d'),
        img = new Image();

    // dynamically resize the canvas to fit the browser window
    window.addEventListener('resize', resizeCanvas, false);

    function resizeCanvas() {
        canvas.width = window.innerWidth;
        canvas.height = window.innerHeight;

        /**
         * Your drawings should be in this function to avoid reset when resizing the browser window.
         */

        drawSVGBackground();
    }
    resizeCanvas();

    function drawSVGBackground() {
        context.drawImage(img, 0, 0, canvas.width, canvas.height);
    }


    img.onload = function() {
        drawSVGBackground();
    };
    img.src = "data:image/svg+xml;base64,(A really long encryption that took up a lot of space)";
})();

Answer №2

It seems like the code you've put together is a mix of snippets from various sources, resulting in inconsistent variable names.

context = canvas.getContext('2d'); 

is the initial declaration,

but later on, you reference the context using:

ctx.drawImage(img, 0, 0);

However, 'ctx' has not been defined.

Instead, try:

context.drawImage(img, 0, 0);

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