HTML5CSS3 Learning Summary (4) Canvas drawing

Source: Internet
Author: User

Canvas HTML5 The weight of the heavy

Canvas is the focus of the HTML5; today, a simple study, a summary of the concept of canvas, canvas is to have an object-oriented thinking; Each label is like a watercolor painting, we need to pay attention to the order of label use
Canvas is a canvas; You can draw lines, shapes, fills, and so on. Manipulate pictures and text. Operation mode is to use JS, can provide 2d graphics, 3d graphics drawing;


Canvas Uses:
①<canvas id= ' MyCanvas ' width= ' height= ' ></canvas>
Need to have an ID, the size of the canvas;
② Gets the context by retrieving the DOM object of the canvas by ID;
var Canvasdom=document.getelementbyid (' canvas ')
var context=canvasdom.getcontext (' 2d ')
Operation of the context two default mode: 1, Draw line (stroke) 2, fill (fill);
MoveTO (x, y) move x, y
LineTo (x, y) connection to X, y
Stroke ();
LineWidth: Draw the thickness of the line;
FillRect (x,y,width,height) fills the rectangle;
Clearrect (x,y,width,height) clears the canvas area and clears the phenomenon of duplicate drawing
Beginpath--> open a new path;
Closepath---> Closed path;
Stroke ()---> stroke;
Fill ();--->> fill;
LineWidth---"line width;
LineJoin-----> Connection point style;
LINECAP------> Thread style;
Strokestyle---> Stroke color;
FillStyle-------> Fill color;

Draw a line

<body><canvas id= "MyCanvas" width= "height=" ></canvas><script>varOcanvas=document.queryselector (' Canvas ')    varCtx=mycanvas.getcontext (' 2d ') Ctx.moveto (x, y)//x, y coordinatesCtx.lineto (x, y)//draw to X, y this positionCtx.linewidth= ' 10 '//draw a line width of 10px;ctx.strokestyle= ' Red '//Draw Line ColorCtx.fillstyle= ' Blue '//Fill ColorCtx.stroke ()//StrokesCtx.fill ()//</script></body>

Draw a rectangle

<body><canvas id= "MyCanvas" width= "$" height= "></canvas><script>    var " Ocanvas=document.queryselector (' canvas ')    var ctx=mycanvas.getcontext (' 2d ')    Ctx.strokestyle= ' red ';    Ctx.strokerect (10,10,190,100)// draws a rectangle to receive 4 parameters. X,y,width,height    ctx.fillstyle= ' Blue '    ctx.fillrect (110,110,100,100)</ Script>

Draw a Circle

<canvas id= "MyCanvas" width= "height=" ></canvas><script>varOcanvas=document.queryselector (' #mycanvas ')    varCtx=ocanvas.getcontext (' 2d ') Ctx.beginpath ();//open a new path    //draws the circle receives the parameter center x coordinate, the center y coordinate, the radius, the beginning angle ending angle is counterclockwise;Ctx.arc (250,250,100,0,math.pi*2,true) Ctx.fillstyle= ' Red 'Ctx.fill (); Ctx.closepath ();//Closed Path    //left EyeCtx.beginpath (); Ctx.arc (200,230,10,0,math.pi*2,true) Ctx.fillstyle= ' Black 'Ctx.fill ();    Ctx.closepath (); //Right EyeCtx.beginpath (); Ctx.arc (300,230,10,0,math.pi*2,true) Ctx.fillstyle= ' Black 'Ctx.fill ();    Ctx.closepath (); //MouthCtx.beginpath (); Ctx.arc (250,270,50,0,math.pi,false) Ctx.fillstyle= ' Yellow 'Ctx.fill (); Ctx.closepath ();</script>

<body> <canvas width= "height=" ></canvas> <script>varOcanvas = document.queryselector (' Canvas '); varCTX = Ocanvas.getcontext (' 2d '); Ctx.fillstyle= ' Rgba (12,32,212,0.4) '//Add Data        vardata =[Rnd (100,1000), Rnd (100,1000), Rnd (100,1000), Rnd (100,1000), Rnd (100,1000)        ]; varmax = Math.max.apply (NULL, data); //Cyclic dataData.foreach (function(number,index) {var{height, width}=Ocanvas; varH = number/max*heightvarW = index*width/data.lengthCtx.fillrect (W,height-h,60, h); })        functionRnd (n,m) {returnparseint (Math.random () * (m-n) +N)}</script></body>

I tried a small way to download your own drawing pictures

// Add a click button to the body, create a tag when clicked, and change the href attribute of the A tag, using the Todataurl method on the canvas; var obtn=document.queryselector (' button ');    Obtn.onclick=function() {        var oa=document.createelement (' a ')        Oa.href=ocanvas.todataurl ();        Oa.download= ' data graph. png '        Oa.click ();        }

To summarize here, I later wrote a small example to consolidate the knowledge learned; Paste the code Welcome to correct me, after all, I am still so low.

<! DOCTYPE HTML PUBLIC "-//W3C//DTD XHTML 1.0 transitional//en" "Http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd ">body{background:#000; } canvas{background: #FFF;}</style>varOcanvas=document.queryselector (' #mycanvas ')    varCtx=ocanvas.getcontext (' 2d ')    varSpeed=4varAngle=0varN=0SetInterval (function() {Ctx.clearrect (0,0, Ocanvas.width,ocanvas.height) Ctx.beginpath (); Ctx.moveto (N,250) Ctx.arc (n,250,20,D2R (angle), D2R (360-angle),false) n++; Ctx.fillstyle= ' Pink 'Ctx.closepath ();        Ctx.stroke ();        Ctx.fill (); Angle+= Speedif(Angle > | | angle<0) { speed*=-1            }        },16)        //convert degrees to radians    functionD2R (degree) {returnDegree/180*math.pi;    }</script></body>

This is a greedy bean's head, only to do the mouth closed behind himself in the game effect written out;

This is a slightly more complex screensaver problem, computer reasons can not delete gif pictures, interested friends may copy the code on the computer to see the effect, inside the note has been the low death of the vernacular; Hope not to laugh;

<! DOCTYPE HTML PUBLIC "-//W3C//DTD XHTML 1.0 transitional//en" "Http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd ">body{Background-color: #182327; Margin:0; }    </style>varOcanvas=document.queryselector (' Canvas ')        varCtx=ocanvas.getcontext (' 2d ')        varamount=200;//number of created points        varArr=[];//defines an array of data to be moved at each point;                varrange=100; varfirst=true; //looping to create moving points         for(vari=0;i<amount;i++) {Arr.push ({x:rnd (0, Ocanvas.width), Y:rnd (0, Ocanvas.height), Speedx:rndsign ()*rnd (1,3) *0.5, Speedy:rndsign ()*rnd (1,3) *0.5, R:rnd (1,4)})} setinterval (function(){            //clear the canvas area first, solve the problem of duplicate drawingCtx.clearrect (0,0, Ocanvas.width,ocanvas.height); Arr.foreach (function(dot,index) {//Start Drawing a drawingCtx.beginpath (); Ctx.fillstyle= ' rgb (141,134,32) '; var{x, Y, R, Speedx, SPE EdY}=dot; Ctx.arc (X,y,r,0,2*math.pi,false);                Ctx.fill (); Dot.x+=Speedx; Dot.y+=SpeedY; //scope of the restricted point movement                if(dot.x<0| | dot.x>ocanvas.width-R) {Dot.speedx*=-1                    }                                if(dot.y<0| | dot.y>ocanvas.height-R) {Dot.speedy*=-1                    }            })        //Arr.foreach (function(dot,index) { for(Let i=index;i<arr.length;i++){            //find the distance between two points to determine if the connection            varDistance =math.sqrt (Math.pow (Dot.x-arr[i].x,2) +Math.pow (Dot.y-arr[i].y,2)        )                    //determine when to connect            if(distance<range)                {Ctx.beginpath ();                Ctx.moveto (DOT.X,DOT.Y);                Ctx.lineto (ARR[I].X,ARR[I].Y); Ctx.strokestyle= ' Rgba (141,134,32,${1-distance/range}) ';Ctx.stroke ();        }        }        }); },16); //when the mouse moves up and then goes.Document.onmousemove=function({Clientx,clienty}) {//Judging the first move up            if(first) { first=false; Arr.push ({x:clientx, Y:clienty, Speedx:0, SpeedY:0, R:1                    })                }Else{arr[0].x=ClientX; arr[0].y=ClientY; }        }        //Random function        functionRnd (n,m) {returnparseint (Math.random () * (m-n) +N)}//Resolve point Move direction function        functionrndsign () {returnMath.random () > 0.5? 1:-1; }    </script></body>

HTML5CSS3 Learning Summary (4) Canvas drawing

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