Canvas: Difference between revisions
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== Template == | == Template == | ||
x | <source lang="javascript"><!DOCTYPE html> | ||
<html> | |||
<head> | |||
<meta charset="utf-8" /> | |||
<script> | |||
// Define a draw function that contains your | |||
// drawing code | |||
function draw(){ | |||
c = document.getElementById("canvas") | |||
//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="canvas" width="640" height="640" style="border: 3px dotted red"></canvas> | |||
</body> | |||
</html> | |||
</source> | |||
== Links == | == Links == | ||
Revision as of 15:58, 25 September 2012
The canvas tag was introduced by Apple and has been standardized to become part of HTML5.
To use it, you add the canvas tag to your HTML page, then use javascript draw on it.
<canvas id="canvas" showsrc> function draw() {
c = document.getElementById("canvas"); p = c.getContext("2d"); p.fillRect(50, 50, 150, 150);
} </canvas>
Template
<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8" />
<script>
// Define a draw function that contains your
// drawing code
function draw(){
c = document.getElementById("canvas")
//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="canvas" width="640" height="640" style="border: 3px dotted red"></canvas>
</body>
</html>