The CanvasRenderingContext2D.createPattern() method of the Canvas 2D API creates a pattern using the specified image (a CanvasImageSource). It repeats the source in the directions specified by the repetition argument. This method returns a CanvasPattern.
Syntax
CanvasPattern ctx.createPattern(image, repetition);
Parameters
- image
- A CanvasImageSourceto be used as image to repeat. It can either be a:
- repetition
- A DOMStringindicating how to repeat the image. Possible values are:- "repeat"(both directions),
- "repeat-x"(horizontal only),
- "repeat-y"(vertical only), or
- "no-repeat"(neither).
 '') ornull(but notundefined), repetition will be "repeat".
Return value
- CanvasPattern
- An opaque object describing a pattern.
Examples
Using the createPattern method
This is just a simple code snippet which uses the createPattern method to create a CanvasPattern with the specified image and repetition. Once created, you can use the CanvasPattern.setTransform() method to transform the pattern. The pattern gets applied if you set it as the current fillStyle and gets drawn onto the canvas when using the fillRect() method, for example.
HTML
<canvas id="canvas"></canvas>
JavaScript
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
var img = new Image();
img.src = 'https://mdn.mozillademos.org/files/222/Canvas_createpattern.png';
img.onload = function() {
  var pattern = ctx.createPattern(img, 'repeat');
  ctx.fillStyle = pattern;
  ctx.fillRect(0, 0, 400, 400);
};
Edit the code below and see your changes update live in the canvas:
Playable code
<canvas id="canvas" width="400" height="200" class="playable-canvas"></canvas>
<div class="playable-buttons">
  <input id="edit" type="button" value="Edit" />
  <input id="reset" type="button" value="Reset" />
</div>
<textarea id="code" class="playable-code" style="height:120px">
var img = new Image();
img.src = 'https://mdn.mozillademos.org/files/222/Canvas_createpattern.png';
img.onload = function() {
  var pattern = ctx.createPattern(img, 'repeat');
  ctx.fillStyle = pattern;
  ctx.fillRect(0, 0, 400, 400);
};</textarea>
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
var textarea = document.getElementById('code');
var reset = document.getElementById('reset');
var edit = document.getElementById('edit');
var code = textarea.value;
function drawCanvas() {
  ctx.clearRect(0, 0, canvas.width, canvas.height);
  eval(textarea.value);
}
reset.addEventListener('click', function() {
  textarea.value = code;
  drawCanvas();
});
edit.addEventListener('click', function() {
  textarea.focus();
})
textarea.addEventListener('input', drawCanvas);
window.addEventListener('load', drawCanvas);
Specifications
| Specification | Status | Comment | 
|---|---|---|
| WHATWG HTML Living Standard The definition of 'CanvasRenderingContext2D.createPattern' in that specification. | Living Standard | 
Browser compatibility
| Feature | Chrome | Edge | Firefox (Gecko) | Internet Explorer | Opera | Safari | 
|---|---|---|---|---|---|---|
| Basic support | (Yes) | (Yes) | (Yes) | (Yes) | (Yes) | (Yes) | 
| Feature | Android | Chrome for Android | Edge | Firefox Mobile (Gecko) | IE Mobile | Opera Mobile | Safari Mobile | 
|---|---|---|---|---|---|---|---|
| Basic support | (Yes) | (Yes) | (Yes) | (Yes) | (Yes) | (Yes) | (Yes) | 
Compatibility notes
- Starting with Gecko 5.0 (Firefox 5.0 / Thunderbird 5.0 / SeaMonkey 2.2), specifying a nullorundefinedimage correctly throws aTYPE_MISMATCH_ERRexception.
- Starting with Gecko 16.0 (Firefox 16.0 / Thunderbird 16.0 / SeaMonkey 2.13), specifying nullfor therepetitionparameter is now allowed and results in the repetition being set to "repeat" (bug 762657).
See also
- The interface defining it, CanvasRenderingContext2D
- CanvasPattern