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A collection of HTML5 Canvas basic drawing example codes_html5 tutorial skills

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2016-05-16 15:45:461627browse

Basic drawing

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  1. var canvas = document.getElementById('canvas');
  2. if (canvas.getContext) {
  3. var context = canvas.getContext('2d');
  4. // Line width
  5. context.lineWidth = 4;
  6. // Brush color
  7. context.strokeStyle = 'red';
  8. // Fill color
  9. context.fillStyle = "red";
  10. // Line cap type
  11.  context.lineCap = 'butt'; // round, square 
  12. // Start path
  13. context.beginPath();
  14. // Starting point
  15. context.moveTo(10,10);
  16. // End point
  17. context.lineTo(150,50);
  18. // Drawing
  19. context.stroke();

 
Rectangle

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  1. var canvas = document.getElementById('canvas');
  2. if (canvas.getContext) {
  3. context.beginPath();
  4. context.strokeRect(10,10,70,40);
  5. // Another way of rectangle
  6. context.rect(10,10.70,40);
  7. context.stroke();
  8.  
  9. // solid rectangle
  10. context.beginPath();
  11. context.fillRect(10,10,70,40);
  12. // Another way solid rectangle
  13. context.beginPath();
  14. context.rect(10,10,70,40);
  15. context.fill();

 
Round

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  1. var canvas = document.getElementById('canvas');
  2. if (canvas.getContext) {
  3. context.beginPath();
  4. // Circle center coordinate x, circle center coordinate Y, arc radius, starting angle, ending angle, whether counterclockwise
  5. // The fourth and fifth parameters are the radians to be passed in. If you draw an angle of 30, you need to convert it into radians 30 * Math.PI / 180
  6. context.arc(100,100,70,0,130 * Math.PI / 180, true);
  7. context.stroke();
  8. context.fill();

 
Rounded corners

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  1. var canvas = document.getElementById('canvas');
  2. if (canvas.getContext) {
  3. context.beginPath();
  4. context.moveTo(20,20);
  5. context.lineTo(70,20);
  6. // Draw arc p1.x p1.y p2.x, p2.y arc radius for a path,
  7. context.arcTo(120,30,120,70, 50);
  8. context.lineTo(120,120);
  9. context.stroke();
  10.  
  11. // Erase canvas artboard
  12. context.beginPath();
  13. context.fillRect(10,10,200,100);
  14.  
  15. // Erase area
  16. context.clearRect(30,30,50,50);

Quadratic Bezier Curve

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  1. var canvas = document.getElementById('canvas');
  2. if (canvas.getContext) {
  3. context.beginPath();
  4. context.moveTo(100,100);
  5. context.quadraticCurveTo(20,50,200,20);
  6. context.stroke();


Cubic Bezier Curve

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  1. var canvas = document.getElementById('canvas');   
  2. if (canvas.getContext) {   
  3.      context.moveTo(68,130);   
  4.      var cX1 = 20;   
  5.      var cY1 = 10;   
  6.      var cX2 = 268;   
  7.      var cY2 = 10;   
  8.      var endX = 268;   
  9.      var endY = 170;   
  10.      context.bezierCurveTo(cX1, cY1, cX2, cY2, endX, endY);   
  11.      context.stroke();   
  12.         
  13.     // 利用clip指定绘图区域,指定绘图区域之后,只能在绘图区域中进行绘图擦欧总   
  14.     // 绘制圆形   
  15.     context.arc(100,100,40,0, 360 * Math.PI/ 180 , true);   
  16.     // 限制区域   
  17.     context.clip();   
  18.     // 开始尝试绘制其他   
  19.     context.beginPath();   
  20.     context.fillStyle = 'lightblue';   
  21.     // 结果矩形并没有显示出来   
  22.     context.fillRect(0,0,300,150);   
  23. }  

画板进阶使用

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  1. var canvas = document.getElementById('canvas');
  2. if (canvas.getContext) {
  3. var context = canvas.getContext('2d');
  4. /*
  5. * drawImage(image,dx,dy)
  6. * drawImage(image,dx,dy,dw,dh)
  7. * drawImage(image,sx,sy,sw,sh,dx,dy,dw,dh);
  8. * image drawing object
  9. * Coordinates of dx dy canvas
  10. * dw, dh indicates the position of the image in the canvas to be drawn
  11. * sw, sh represents the area of ​​image to be drawn
  12. * sx,sy The starting position of the drawing to be drawn
  13. */
  14. var image = document.getElementById('img');
  15. context.drawImage(image, 0, 0);
  16. var img = new Image();
  17.  img.src = 'images/1.jpg'
  18. img.onload = function(){
  19.                                            
  20. // drawImage
  21. // Start drawing from 0,0 coordinates
  22. // context.drawImage(img,0,0);
  23. // Starting from 0, 0, draw the entire picture to 100,100 length and width
  24. // context.drawImage(img, 0, 0, 100, 100);
  25. // Screenshot, 50,50 to 100,100. Start drawing from 260,130 and place it in the 100,100 length and width area.
  26. // context.drawImage(img, 50, 50, 100,100, 260, 130, 100, 100);
  27.                                            
  28. // Use getImageData and putImageData to draw pictures
  29. context.drawImage(img, 10, 10);
  30. // Get pixel data from the artboard
  31. // Start position, end position
  32. var
  33. imgData
  34. = context.getImageData(50,50,100,100);
  35. // Draw the data to the specified position coordinates on the drawing board
  36. context.putImageData(imgData,10,260);
  37. // Draw part of the pixel data to the drawing board
  38. context.putImageData(imgData,200,260,50,50,100,100);
  39.                                            
  40. // createImageData Create pixels
  41. var
  42. imgData = context.getImageData(50,50,200,200);
  43. // Create an empty object of specified size
  44. var
  45. imgData01 = context.createImageData(imgData);
  46.                                                  
  47. for (
  48. i
  49. = 0; i < imgData01.width * imgData01.height * 4; i =4) { // Red pixels
  50. imgData01.data[i 0] = 255;
  51. imgData01.data[i 1] = 0;
  52. imgData01.data[i 2] = 0;
  53. imgData01.data[i 3] = 255;
  54.                                             
  55.                                                                      
  56. context.putImageData(imgData01, 10, 260);
  57. }  
  58. }
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