User:Roelroscama/Canvas: Difference between revisions

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[http://www.roelroscamabbing.nl/canvasLoops/canvasloops2.html second try] (using loops to create a spectrum of colours)<br>
[http://www.roelroscamabbing.nl/canvasLoops/canvasloops2.html second try] (using loops to create a spectrum of colours)<br>
[http://www.roelroscamabbing.nl/canvasLoops/canvasloops3.html third try] I got stuck with this one. The goal was to create a shape by rotating a single line using if statements. No rotate functions.
[http://www.roelroscamabbing.nl/canvasLoops/canvasloops3.html third try] I got stuck with this one. The goal was to create a shape by rotating a single line using if statements. No rotate functions.
<canvas id="canvas1" showsrc>
  function init(){
        var canvas = document.getElementById('canvas1');
        var ctx = canvas.getContext('2d');
        var width = canvas.width;
        var height = canvas.height;
        var y = 200;
        var x = 10;
var rectSize = 10;
for(var h=0;h<80;h++) {
var xPos=x*i;
        for(var i=0;i<80;i++) {
var yPos =(x+1)*i;
for (var j=0;j<80;j++){
            ctx.fillStyle = 'rgb('+4*h+','+4*i+','+4*j+')'
    ctx.fillRect((x+1)*j,yPos,rectSize,rectSize);
}
}
        }
   
  }
</canvas>

Revision as of 11:02, 1 October 2012

Counting In Public Space

Counting stacks on the block together with your good friends
l.jpg

additional information here


Canvas tryouts

first try
second try (using loops to create a spectrum of colours)
third try I got stuck with this one. The goal was to create a shape by rotating a single line using if statements. No rotate functions.


<canvas id="canvas1" showsrc>

 function init(){
       var canvas = document.getElementById('canvas1');
       var ctx = canvas.getContext('2d');
       var width = canvas.width;
       var height = canvas.height;
       var y = 200;
       var x = 10;

var rectSize = 10;

for(var h=0;h<80;h++) { var xPos=x*i;

       for(var i=0;i<80;i++) {

var yPos =(x+1)*i;

for (var j=0;j<80;j++){

           ctx.fillStyle = 'rgb('+4*h+','+4*i+','+4*j+')'

ctx.fillRect((x+1)*j,yPos,rectSize,rectSize); } }

       }
   
 }

</canvas>