window.onload = function () { // GET THE IMAGE. var img = new Image(); img.src = 'City.png'; var background = new Image(); var grass = new Image(); grass.src = 'grass.png' var sea = new Image(); sea.src = 'sea.png' var hills = new Image(); hills.src = 'hills.png' tiles = [grass,hills,sea]; background.src = 'background.png'; // WAIT TILL IMAGE IS LOADED. img.onload = function () { fill_canvas(img); // FILL THE CANVAS WITH THE IMAGE. } function fill_canvas(img) { // CREATE CANVAS CONTEXT. var canvas = document.getElementById('canvas'); canvas.width = 384; canvas.height = 384; var ctx = canvas.getContext('2d'); ctx.drawImage(background, 0, 0); // DRAW THE IMAGE TO THE CANVAS. ctx.drawImage(img, 0, 0); let x, y = 0 for(x = 0; x < getBlockDimensions()[0]; x++){ for(y = 0; y < getBlockDimensions()[1]; y++){ ctx.drawImage(tiles[randomNumber(0,3)], x*24,y*24) } } } } function getBlockDimensions(){ return [canvas.width/24, canvas.height/24] } function randomNumber(min, max) { return Math.floor(Math.random() * (max - min) + min); }