


Cropping area images using clip() method in HTML5 Canvas API_html5 tutorial tips
When using Canvas to draw an image, we often want to keep only a part of the image. We can use the image cropping function of the canvas API to achieve this idea.
The image cropping function of Canvas API means that using a path within the canvas, only the image of the area contained in the path will be drawn, and the image outside the path will not be drawn. This is a bit like layer masks in Flash.
Use the clip() method without parameters of the graphics context to implement the image cropping function of Canvas. This method uses a path to set a clipping area for the Canvas. Therefore, the path must be created first. After creation is complete, call the clip() method to set the cropping area.
It should be noted that cropping is performed on the canvas. The cropped canvas cannot be restored to its original size, which means that the canvas becomes smaller as it is cut. To ensure that it can still be at the size originally defined by the canvas in the end Drawing needs to pay attention to save() and restore(). The canvas is cut first before drawing. It doesn’t have to be a picture, the path can also be put in~
Let’s take a look at a simple Demo first.
- nbsp;html>
- "zh">
- "UTF-8">
-
裁剪区域 - body { background: url("./images/bg3.jpg") repeat; }
- #canvas { border: 1px solid #aaaaaa; display: block; margin: 50px auto; }
-
"canvas-warp">
- 你的浏览器居然不支持Canvas?!赶快换一个吧!!
- <script> </script>
- window.onload = function(){
- var canvas = document.getElementById("canvas");
- canvas.width = 800;
- canvas.height = 600;
- var context = canvas.getContext("2d");
- context.fillStyle = "#FFF";
- context.fillRect(0,0,800,600);
- //Draw a large square on the screen
- context.fillStyle = "black";
- context.fillRect(10,10,200,200);
- context.save();
- context.beginPath();
- //Cut the canvas from the (0, 0) point to the square of (50, 50)
- context.rect(0,0,50,50);
- context.clip();
- //Red circle
- context.beginPath();
- context.strokeStyle = "red";
- context.lineWidth = 5;
- context.arc(100,100,100,0,Math.PI * 2,false);
- //Full circle
- context.stroke();
- context.closePath();
- context.restore();
- //Cut the entire canvas again
- context.beginPath();
- context.rect(0,0,500,500);
- context.clip();
- //Draw an uncut blue line
- context.beginPath();
- context.strokeStyle = "blue";
- context.lineWidth = 5;
- context.arc(100,100,50,0,Math.PI * 2,false);
- //Full circle
- context.stroke();
- context.closePath();
- };
Run result:
Using a mixture of save() and restore() methods, we can limit the drawing area. First, we can use the rect() method to surround an area we want to draw, and then use the clip() method to crop the area.
In this way, no matter what operations we do in the context, only the limited part will be displayed. In other words, the function of clip() is to limit the area to be displayed. When we no longer want to limit the area, we can use the restore() method to jump out and continue operating the original context.
Look at this cropping again:
- function drawScreen() {
- var x = canvas.width / 2;
- var y = canvas.height / 2;
- var radius = 75;
- var offset = 50;
- //The cropped area is (x, y), which is a circle with a center radius of 75
- context.save();
- context.beginPath();
- context.arc(x, y, radius, 0, 2 * Math.PI, false);
- context.clip();
- // First draw a blue arc, the part that exceeds the crop will not be displayed
- context.beginPath();
- context.arc(x - offset, y - offset, radius, 0, 2 * Math.PI, false);
- context.fillStyle = 'blue';
- context.fill();
- //Draw a yellow arc, and the part that exceeds the crop will not be displayed
- context.beginPath();
- context.arc(x offset, y, radius, 0, 2 * Math.PI, false);
- context.fillStyle = 'yellow';
- context.fill();
- // Draw a red arc, and the part that exceeds the crop will not be displayed
- context.beginPath();
- context.arc(x, y offset, radius, 0, 2 * Math.PI, false);
- context.fillStyle = 'red';
- context.fill();
- /*
- * The restore() method will return to the original state of the context, in this case the state before clip().
- * You can remove the context.beginPath() method and try what happens.
- */
- context.restore();
- context.beginPath();
- context.arc(x, y, radius, 0, 2 * Math.PI, false);
- context.lineWidth = 10;
- context.strokeStyle = 'blue';
- context.stroke();
- }
I emphasize again that the general calling form of cropping function is
save();
clip();
restore();
are called in this order.

There is no difference between HTML5 and H5, which is the abbreviation of HTML5. 1.HTML5 is the fifth version of HTML, which enhances the multimedia and interactive functions of web pages. 2.H5 is often used to refer to HTML5-based mobile web pages or applications, and is suitable for various mobile devices.

HTML5 is the latest version of the Hypertext Markup Language, standardized by W3C. HTML5 introduces new semantic tags, multimedia support and form enhancements, improving web structure, user experience and SEO effects. HTML5 introduces new semantic tags, such as, ,, etc., to make the web page structure clearer and the SEO effect better. HTML5 supports multimedia elements and no third-party plug-ins are required, improving user experience and loading speed. HTML5 enhances form functions and introduces new input types such as, etc., which improves user experience and form verification efficiency.

How to write clean and efficient HTML5 code? The answer is to avoid common mistakes by semanticizing tags, structured code, performance optimization and avoiding common mistakes. 1. Use semantic tags such as, etc. to improve code readability and SEO effect. 2. Keep the code structured and readable, using appropriate indentation and comments. 3. Optimize performance by reducing unnecessary tags, using CDN and compressing code. 4. Avoid common mistakes, such as the tag not closed, and ensure the validity of the code.

H5 improves web user experience with multimedia support, offline storage and performance optimization. 1) Multimedia support: H5 and elements simplify development and improve user experience. 2) Offline storage: WebStorage and IndexedDB allow offline use to improve the experience. 3) Performance optimization: WebWorkers and elements optimize performance to reduce bandwidth consumption.

HTML5 code consists of tags, elements and attributes: 1. The tag defines the content type and is surrounded by angle brackets, such as. 2. Elements are composed of start tags, contents and end tags, such as contents. 3. Attributes define key-value pairs in the start tag, enhance functions, such as. These are the basic units for building web structure.

HTML5 is a key technology for building modern web pages, providing many new elements and features. 1. HTML5 introduces semantic elements such as, , etc., which enhances web page structure and SEO. 2. Support multimedia elements and embed media without plug-ins. 3. Forms enhance new input types and verification properties, simplifying the verification process. 4. Offer offline and local storage functions to improve web page performance and user experience.

Best practices for H5 code include: 1. Use correct DOCTYPE declarations and character encoding; 2. Use semantic tags; 3. Reduce HTTP requests; 4. Use asynchronous loading; 5. Optimize images. These practices can improve the efficiency, maintainability and user experience of web pages.

Web standards and technologies have evolved from HTML4, CSS2 and simple JavaScript to date and have undergone significant developments. 1) HTML5 introduces APIs such as Canvas and WebStorage, which enhances the complexity and interactivity of web applications. 2) CSS3 adds animation and transition functions to make the page more effective. 3) JavaScript improves development efficiency and code readability through modern syntax of Node.js and ES6, such as arrow functions and classes. These changes have promoted the development of performance optimization and best practices of web applications.


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