13:
Canvas. js:
1: window.onload=function()
2: {
3: // obtain the canvas ID
4: var canvas = document.getElementById('canvas');
5: if (canvas == null)
6: {
7: return false;
8: }
9: // obtain the context
10: var context = canvas.getContext('2d');
11: // set the filling style
12: context.fillStyle = "#eeeeff";
13: // draw a rectangle and fill it with fillStyle. The first two parameters of fillRect (strokeRect) are the upper left corner of the rectangle, and the last two parameters are width and height.
// The default origin is the upper left corner of the canvas.
14: context.fillRect(0,0,400,300);
15: context.fillStyle = 'red';
16: // set the border Style
17: context.strokeStyle = 'blue';
18: // set the border size
19: context.lineWidth = 2;
20: context.fillRect(50,50,100,100);
21: // draw a rectangular border
22: context.strokeRect(50,50,100,100);
23: }
Effect:
2. Draw a circle: Draw a circle using a path
1: // obtain the canvas ID
2: var canvas = document.getElementById('canvas');
3: if (canvas == null)
4: {
5: return false;
6: }
7: // obtain the context
8: var context = canvas.getContext('2d');
9: // set the filling style
10: context.fillStyle = "#eeeeff";
11: // draw a rectangle and fill it with fillStyle
12: context.fillRect(0,0,400,300);
13: for(var i = 0; i<9; i++)
14: {
15: // create a path
16: context.beginPath();
17: // draw a circular path
18: context.arc(i*25, i*25, i*10, 0, Math.PI * 2, true);
19: // close the path. If the path is not closed, the image overlaps.
20: context.closePath();
21: context.fillStyle = 'rgba(255,0,0,0.25)';
22: // fill in with fillStyle
23: context.fill();
24: }
Arc () draws an arc. Its parameters are as follows:
Arc (x, y, radius, startAngle, endAngle, anticlockwise): x, y is the center of the arc, radius is the radius, startAngle and endAngle are the starting and ending angles, the Unit is radians (degrees must be converted to arcs), anticlockwise is a Boolean value, true indicates clockwise drawing of the image, and false indicates clockwise drawing. The starting angle is 0, and the ending angle is 360 (PI * 2.
Effect:
3. draw a straight line
The moveTo () and lineTo () methods are used to draw a straight line.
1: // obtain the canvas ID
2: var canvas = document.getElementById('canvas');
3: if (canvas == null)
4: {
5: return false;
6: }
7: // obtain the context
8: var context = canvas.getContext('2d');
9: // set the filling style
10: context.fillStyle = "#eeeeff";
11: // draw a rectangle and fill it with fillStyle
12: context.fillRect(0,0,400,300);
13: context. beginPath ();
// Start coordinate of the Parameter Line
14: context. moveTo (50, 50 );
// The end coordinate of the Parameter Line
15: context.lineTo(100,100);
16: context. closePath ();
// Draw the image after closing the path
17: context.strokeStyle = 'red';
18: context.stroke();
Effect:
Draw a complex Vertex
1: // obtain the canvas ID
2: var canvas = document.getElementById('canvas');
3: if (canvas == null)
4: {
5: return false;
6: }
7: // obtain the context
8: var context = canvas.getContext('2d');
9: // set the filling style
10: context.fillStyle = "#eeeeff";
11: // draw a rectangle and fill it with fillStyle
12: context.fillRect(0,0,400,300);
13: var dx = 150;
14: var dy = 150;
15: var s = 100;
16: // create a path
17: context.beginPath();
18: context.fillStyle = 'rgb(100,255,100)';
19: context.strokeStyle = 'rgb(0,0100)';
20: var x = Math.sin(0);
21: var y = Math.cos(0);
22: var dig = Math.PI/15 *11;
23: for (var i = 0; i < 30; i++) {
24: var x = Math.sin(i * dig);
25: var y = Math.cos(i * dig);
26: context.lineTo(dx+x*s,dx+y*s);
27: }
28: context.closePath();
29: context.fill();
30: context.stroke();
Effect:
4. Draw a curve: Use bezierCurveTo to draw a bezié Curve
BezierCurveTo is a curve version of lineTo.
1: // obtain the canvas ID
2: var canvas = document.getElementById('canvas');
3: if (canvas == null)
4: {
5: return false;
6: }
7: // obtain the context
8: var context = canvas.getContext('2d');
9: // set the filling style
10: context.fillStyle = "#eeeeff";
11: // draw a rectangle and fill it with fillStyle
12: context.fillRect(0,0,400,300);
13: var dx = 150;
14: var dy = 150;
15: var s = 100;
16: // create a path
17: context.beginPath();
18: context.fillStyle = 'rgb(100,255,100)';
19: context.strokeStyle = 'rgb(0,0100)';
20: var x = Math.sin(0);
21: var y = Math.cos(0);
22: var dig = Math.PI/15 *11;
23: context.moveTo(dx,dy);
24: for (var i = 0; i < 30; i++) {
25: var x = Math.sin(i * dig);
26: var y = Math.cos(i * dig);
27: context.bezierCurveTo(dx+x*s,dy+y*s-100,dx+x*s+100,dy+y*s,dx+x*s,dy+y*s);
28: }
29: context.closePath();
30: context.fill();
31: context.stroke();
Effect
Next article: Canvas (2): graphic gradient and image transformation
In coreldraw, how can we create an irregular image around the image, such as a rectangle? How can we change the above line to a wave curve?
1. Draw a rectangle-transpose-F10 select a node-convert a straight line to a curve-pull the node to the desired position, pull the arrow on both sides of the node to indicate, adjust the radian. Repeated action ..
2. Import the Target Image
3. effect-precise cropping of image frames-placed in the container
4. Adjust the target image to your satisfaction and complete the drawing!
(Note: My lower half is a rectangle, not a besell curve)
What is the area of a plane image enclosed by curve xy = 1, line y = x, and y = 3?
Draw an image with the area enclosed in the First quadrant. Intersection (1/3, 3)
Area s = 1/3 to 1 points (3-1/x) + 1 to 3 points (3-x) = 2-ln3 + 32/9 = 50/9-ln3