Solution 1:

Theres a few ways you can do this. You can either add a background to the canvas you are currently working on, which if the canvas isn't going to be redrawn every loop is fine. Otherwise you can make a second canvas underneath your main canvas and draw the background to it. The final way is to just use a standard <img> element placed under the canvas. To draw a background onto the canvas element you can do something like the following:

Live Demo

var canvas = document.getElementById("canvas"),
    ctx = canvas.getContext("2d");

canvas.width = 903;
canvas.height = 657;


var background = new Image();
background.src = "http://www.samskirrow.com/background.png";

// Make sure the image is loaded first otherwise nothing will draw.
background.onload = function(){
    ctx.drawImage(background,0,0);   
}

// Draw whatever else over top of it on the canvas.

Solution 2:

Why don't you style it out:

<canvas id="canvas" width="800" height="600" style="background: url('./images/image.jpg')">
  Your browser does not support the canvas element.
</canvas>

Solution 3:

Make sure that in case your image is not in the dom, and you get it from local directory or server, you should wait for the image to load and just after that to draw it on the canvas.

something like that:

function drawBgImg() {
    let bgImg = new Image();
    bgImg.src = '/images/1.jpg';
    bgImg.onload = () => {
        gCtx.drawImage(bgImg, 0, 0, gElCanvas.width, gElCanvas.height);
    }
}