Canvas: Difference between revisions

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== Examples ==
== Examples ==
Here is a complete HTML page with a working canvas:


<source lang="javascript"><!DOCTYPE html>
<source lang="javascript"><!DOCTYPE html>
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<script>
<script>
function draw(){
function draw(){
c = document.getElementById("c")
  c = document.getElementById("c")
//console.log("c is",c)
  //console.log("c is",c)
p = c.getContext("2d")
  p = c.getContext("2d")
x = 10
  x = 10
while (x<3000) {
  while (x<300) {
     p.strokeRect(x,100,20,40)
     p.strokeRect(x,100,20,40)
     x+=60
     x+=60
}
  }
}
}
</script>
</script>
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</body>
</body>
</html>
</html>
</source>
</source>
<canvas width="300" height="300" showsrc="true">
function draw(){
  c = document.getElementById("c")
  //console.log("c is",c)
  p = c.getContext("2d")
  x = 10
  while (x<300) {
    p.strokeRect(x,100,20,40)
    x+=60
  }
}
</canvas>


When the loop reaches the end of page it breaks the line.  
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".
It redefines the "x" value to the begin of the line and adds 40px to "y".


<source lang="javascript">  
<canvas width="300" height="300" showsrc="true">  
<script>
<script>
function draw(){
function draw(){
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}
}
}
}
</script>
</canvas>
</source>


== Tutorials & Reference ==
== Tutorials & Reference ==

Revision as of 14:13, 25 September 2012

The canvas tag was introduced by Apple and has been standardized to become part of HTML5.

A simple example page...

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

Here is a complete HTML page with a working canvas:

<!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<300) {
    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>

<canvas width="300" height="300" showsrc="true"> function draw(){

 c = document.getElementById("c")
 //console.log("c is",c)
 p = c.getContext("2d")
 x = 10
 while (x<300) {
   p.strokeRect(x,100,20,40)
   x+=60
 }

} </canvas>


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".

<canvas width="300" height="300" showsrc="true"> <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; } } } </canvas>

Tutorials & Reference