Canvas: Difference between revisions

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Line 47: Line 47:
Here's the output:
Here's the output:


<canvas id="c1" width="300" height="300">  
<canvas id="c1">  
function draw(){
function draw(){
   c = document.getElementById("c1")
   c = document.getElementById("c1")
Line 53: Line 53:
   p = c.getContext("2d")
   p = c.getContext("2d")
   x = 10
   x = 10
   while (x<300) {
   while (x<250) {
     p.strokeRect(x,100,20,40)
     p.strokeRect(x,100,20,40)
     x+=60
     x+=60
Line 64: Line 64:


<canvas id="c2" width="300" height="300" showsrc="true">
<canvas id="c2" width="300" height="300" showsrc="true">
function draw(){
function draw() {
c = document.getElementById("c2");
    c = document.getElementById("c2");
p = c.getContext("2d");
    p = c.getContext("2d");
hands = 1;
    hands = 1;
x = 20;
    x = 20;
y = 200;
    y = 200;
    while (hands < 100) {
while (hands < 100) {
        //console.log(hands);
console.log(hands);
        p.strokeRect(x,y,20,20);
p.strokeRect(x,y,20,20);
        x = x + 50;
x = x + 50;
        hands++;
hands++;
        if (x > 600) {
if (x > 600) {
            x = 20;
x = 20;
            y = y + 40;
y = y + 40;
        }
}
    }
}
}
}
</canvas>
</canvas>



Revision as of 15:29, 25 September 2012

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

A simple example page...

An example for color cycling with the canvas element

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("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>

Here's the output:

<canvas id="c1"> function draw(){

 c = document.getElementById("c1")
 //console.log("c is",c)
 p = c.getContext("2d")
 x = 10
 while (x<250) {
   p.strokeRect(x,100,20,40)
   x+=60
 }

} </canvas>

Variation: 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 id="c2" width="300" height="300" showsrc="true"> function draw() {

   c = document.getElementById("c2");
   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