HTML5 <canvas> elements are used for drawing drawings, which are done by script (usually JavaScript)
<canvas> tags are just graphics containers, you must use scripts to draw graphics
You can use canvas to draw paths \ Boxes \ Circles and add images in several ways
Create a canvas (canvases)
A canvas is a rectangular box in a Web page that is drawn by the <canvas> element.
Note: The <canvas> element does not have a border and content by default.
<canvas> simple examples are as follows:
<canvas id= "MyCanvas" width= "height=" ></canvas>
Note: Labels typically need to specify an id attribute (often referenced in the script), and the width and Height properties define the size of the canvas.
Tip: You can use multiple <canvas> elements in an HTML page.
Use the Style property to add a border:
<canvas id= "MyCanvas" width= "$" height= "100"
Style= "border:1px solid #000000;" >
</canvas>
Use JavaScript to draw images
The canvas element itself is not capable of drawing. All the drawing work must be done inside JavaScript:
<script>
var C=document.getelementbyid ("MyCanvas");
var Ctx=c.getcontext ("2d");
Ctx.fillstyle= "#FF0000";
Ctx.fillrect (0,0,150,75);
</script>
Instance parsing:
First, find the <canvas> element:
var C=document.getelementbyid ("MyCanvas");
Then, create the context object:
var Ctx=c.getcontext ("2d");
GetContext ("2d") objects are built-in HTML5 objects that have a variety of drawing paths, rectangles, circles, characters, and methods for adding images.
The following two lines of code draw a red rectangle:
Ctx.fillstyle= "#FF0000";
Ctx.fillrect (0,0,150,75);
Setting the FillStyle property can be a CSS color, gradient, or pattern. FillStyle default setting is #000000 (black).
The FillRect (X,y,width,height) method defines how the rectangle is currently filled.
Canvas coordinates
A canvas is a two-dimensional grid.
The upper-left corner coordinates of the canvas are (0,0)
The FillRect method above has parameters (0,0,150,75).
This means: Draw the 150x75 rectangle on the canvas, starting at the top left corner (0,0).
Coordinate instances
As shown, the X and Y coordinates of the canvas are used to position the drawing on the canvas. The mouse moves the rectangle box, showing the positioning coordinates.
X
Y
Canvas-Path
To draw a line on the canvas, we will use the following two methods:
MoveTo (x, y) defines line start coordinates
LineTo (x, y) defines line end coordinates
To draw a line we must use the "ink" method, just like a stroke ().
Instance
Defines the start coordinate (0,0), and the end coordinate (200,100). Then use the stroke () method to draw the line:
Javascript:
var C=document.getelementbyid ("MyCanvas");
var Ctx=c.getcontext ("2d");
Ctx.moveto (0,0);
Ctx.lineto (200,100);
Ctx.stroke ();
To draw a circle in the canvas, we will use the following methods:
Arc (X,y,r,start,stop)
In fact, we used the "ink" method when drawing a circle, such as a stroke () or fill ().
Instance
Use the Arc () method to draw a circle:
Javascript:
var C=document.getelementbyid ("MyCanvas");
var Ctx=c.getcontext ("2d");
Ctx.beginpath ();
Ctx.arc (95,50,40,0,2*MATH.PI);
Ctx.stroke ();
Canvas-Text
Using canvas to draw text, important properties and methods are as follows:
font-Define Fonts
Filltext (Text,x,y)-draws solid text on canvas
Stroketext (text,x,y)-Draw hollow text on canvas
Using Filltext ():
Instance
Use the "Arial" font to draw a high 30px of text (solid) on the canvas:
Javascript:
var C=document.getelementbyid ("MyCanvas");
var Ctx=c.getcontext ("2d");
ctx.font= "30px Arial";
Ctx.filltext ("Hello World", 10,50);
Using Stroketext ():
Instance
Use the "Arial" font to draw a high 30px text (hollow) on the canvas:
Javascript:
var C=document.getelementbyid ("MyCanvas");
var Ctx=c.getcontext ("2d");
ctx.font= "30px Arial";
Ctx.stroketext ("Hello World", 10,50);
Try it?
Canvas-Gradient
Gradients can be filled in rectangles, circles, lines, text, and so on, and various shapes can define different colors themselves.
There are two different ways to set up the canvas gradient:
Createlineargradient (x,y,x1,y1)-Create a line gradient
Createradialgradient (X,Y,R,X1,Y1,R1)-Create a radial/circle gradient
When we use a Gradient object, you must use two or more stop colors.
The Addcolorstop () method specifies that the color stops, and the parameters are described using coordinates, which can be between 0 and 1.
Using a gradient, set the value of FillStyle or Strokestyle to a gradient, and then draw a shape, such as a rectangle, text, or a line.
Using Createlineargradient ():
Instance
Creates a linear gradient. Fill the rectangle with a gradient:
Javascript:
var C=document.getelementbyid ("MyCanvas");
var Ctx=c.getcontext ("2d");
Create Gradient
var grd=ctx.createlineargradient (0,0,200,0);
Grd.addcolorstop (0, "red");
Grd.addcolorstop (1, "white");
Fill with Gradient
CTX.FILLSTYLE=GRD;
Ctx.fillrect (10,10,150,80);
Try it?
Using Createradialgradient ():
Instance
Creates a radial/circular gradient. Fill the rectangle with a gradient:
Javascript:
var C=document.getelementbyid ("MyCanvas");
var Ctx=c.getcontext ("2d");
Create Gradient
var grd=ctx.createradialgradient (75,50,5,90,60,100);
Grd.addcolorstop (0, "red");
Grd.addcolorstop (1, "white");
Fill with Gradient
CTX.FILLSTYLE=GRD;
Ctx.fillrect (10,10,150,80);
Canvas-Images
To place an image on the canvas, use the following methods:
DrawImage (Image,x,y)
Using images:
The Scream
Instance
Place an image on the canvas:
Javascript:
var C=document.getelementbyid ("MyCanvas");
var Ctx=c.getcontext ("2d");
var Img=document.getelementbyid ("Scream");
Ctx.drawimage (img,10,10);
HTML5 <canvas> elements are used for drawing drawings, which are done by script (usually JavaScript)