<!DOCTYPE html>

<html>

<body>

  <div id="imageContainer">

    <canvas id="myCanvas" width="500" height="500" style="image-rendering: pixelated;"></canvas>

  </div>


  <script>

    fetch('/content/b7205d40f3b1b1486567f0d6e53ff2812983db4c03ad7d3606812cd150c64802i0')

      .then(response => response.json())

      .then(deploy => {

        console.log(deploy);  // Now you can use your JSON data here

        window.deploy = deploy;


        let nfo = {

            "p": deploy.p,

            "op": deploy.op,

            "s": deploy.slug,

            "t_ins": [ "b7205d40f3b1b1486567f0d6e53ff2812983db4c03ad7d3606812cd150c64802i0" ],

  "h": "ad82a097c19a5d349ab99db3ad9102caf624486702d9a147f4d3003162b90222",

  "id": "1",

  "a": [

    [0, deploy.traits.background["blue"].base64],

    [0, deploy.traits.accessories["antenna"].base64],

    [0, deploy.traits.body["standard-oval"].base64],

    [0, deploy.traits.belly["empty"].base64],

    [0, deploy.traits.face["neutral"].base64]

  ] }

        console.log(nfo);


        // Get the canvas context

        let ctx = document.getElementById('myCanvas').getContext('2d');

        // Disable image smoothing

        ctx.imageSmoothingEnabled = false;


        // For each layer

        for(let i = 0; i < nfo.a.length; i++) {

          let img = new Image();


          // When the image has loaded

          img.onload = function() {

            // Draw the image onto the canvas

            ctx.drawImage(img, 0, 0, 500, 500);

          }


          // Set the source of the image to be the base64 string

          img.src = 'data:image/png;base64,' + nfo.a[i][1];

        }

      })

      .catch(err => console.log(err));  // Log any errors

  </script>

</body>

</html>