<!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": "8da740e7c3fbc4ced1028dd43915b25e051bbaec5993bf3f10b61b492deb9c41",
  "id": "309",
  "a": [
    [0, deploy.traits.background["purple"].base64],
    [0, deploy.traits.accessories["rainbow"].base64],
    [0, deploy.traits.body["standard-oval"].base64],
    [0, deploy.traits.belly["empty"].base64],
    [0, deploy.traits.face["bored-green"].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>