window.onload = function() { var c = document.getElementById("myCanvas"); var ctx = c.getContext("2d"); var img = document.getElementById("scream"); ctx.drawImage(img, 10, 10); };
base_image = new Image(); base_image.src = 'img/base.png'; base_image.onload = () => ctx.drawImage(base_image, 0, 0);