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Two approaches to draw the current frame from video element on a canvas in regular intervals
function draw() { // Global function for displaying the game, this is called in a game loop
// ... display other elements ...
var video1 = $("#video1");
var canvas = $("#myCanvas");
var ctx = canvas[0].getContext("2d");
var timerID;
function drawImage(video) {
ctx.drawImage(video, 0, 0, 640, 360);
video1.on("play", function () {
timerID = window.setInterval(function () { drawImage(video1[0]); }, 30);
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