I already know how to
-> resize an image:
var image = document.getElementById(\'myImage\'),
canvas = document.createElement(\'canvas\'),
ctx
From the documentation, these are the parameters for drawImage:
drawImage(image, sx, sy, sw, sh, dx, dy, dw, dh);
So, to crop the outer 10 pixels from the source image (Assuming it's 100 * 50), and then to scale that up to 160*60:
ctx.drawImage(image,
10, 10, // Start at 10 pixels from the left and the top of the image (crop),
80, 30, // "Get" a `80 * 30` (w * h) area from the source image (crop),
0, 0, // Place the result at 0, 0 in the canvas,
160, 60); // With as width / height: 160 * 60 (scale)
Example:
var image = new Image(),
canvas = document.getElementById('canvas'),
ctx = canvas.getContext('2d');
image.src = 'https://i.stack.imgur.com/I4jXc.png';
image.onload = function(){
ctx.drawImage(image,
70, 20, // Start at 70/20 pixels from the left and the top of the image (crop),
50, 50, // "Get" a `50 * 50` (w * h) area from the source image (crop),
0, 0, // Place the result at 0, 0 in the canvas,
100, 100); // With as width / height: 100 * 100 (scale)
}
Image:

Canvas: