Canvas: Difference between revisions
Line 43: | Line 43: | ||
</html> | </html> | ||
</source> | |||
When the loop reaches the end of page it breaks the line. | |||
It redefines the "x" value to the begin of the line and adds 40px to "y". | |||
<source lang="javascript"> | |||
<script> | |||
function draw(){ | |||
c = document.getElementById("c"); | |||
console.log("c is ", c); | |||
p = c.getContext("2d"); | |||
hands = 1; | |||
x = 20; | |||
y = 200; | |||
while (hands < 100) { | |||
console.log(hands); | |||
p.strokeRect(x,y,20,20); | |||
x = x + 50; | |||
hands++; | |||
if (x > 600) { | |||
x = 20; | |||
y = y + 40; | |||
} | |||
} | |||
} | |||
</script> | |||
</source> | </source> | ||
Revision as of 16:41, 24 September 2012
The canvas tag was introduced by Apple and has been standardized to become part of HTML5.
A example for color cycling with the canvas element [[1]]
Get the canvas tag:
c=document.getElementById("c")
Get the "context" (like a paper):
p=c.getContext("2d");
Draw something!
p.fillRect(0, 0, 100, 100);
Examples
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8" />
<script>
function draw(){
c = document.getElementById("c")
//console.log("c is",c)
p = c.getContext("2d")
x = 10
while (x<3000) {
p.strokeRect(x,100,20,40)
x+=60
}
}
</script>
</head>
<body onload="draw()">
<h1>Hello canvas</h1>
<canvas id="c" width="640" height="640" style="border: 3px dotted red"></canvas>
</body>
</html>
When the loop reaches the end of page it breaks the line. It redefines the "x" value to the begin of the line and adds 40px to "y".
<script>
function draw(){
c = document.getElementById("c");
console.log("c is ", c);
p = c.getContext("2d");
hands = 1;
x = 20;
y = 200;
while (hands < 100) {
console.log(hands);
p.strokeRect(x,y,20,20);
x = x + 50;
hands++;
if (x > 600) {
x = 20;
y = y + 40;
}
}
}
</script>