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Canvas
The HTML5 tag <canvas> can be used to draw vector graphics using JavaScript.
Contents |
getContext
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To draw graphics on a canvas you have to get the context, like this:
var canvas = document.getElementById("canvas"); var context = canvas.getContext("2d");
Functions
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drawImage()
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drawImage() imports an image file to the canvas:
var myImage= new Image(); myImage.src="my_image.png"; context.drawImage(myImage,0,0);
You can use every format supported by the HTML <img> tag.
rotate()
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The rotate() function rotates the coordinate system for the canvas:
context.rotate(Math.PI / 180);
The value must be in radians.
If you want to rotate only one element (an image for instance), you have to save and restore the context like this:
context.save(); context.rotate(Math.PI / 180); context.drawImage(myImage,0,0); context.restore(); //The rest of the drawing will not be rotated.
strokeRect()
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You can use strokeRect(x, y, width, height) to draw a rectangle.
//We first define the color with the strokeStyle property. context.strokeStyle="#900"; //Then we draw the rectangle. context.strokeRect(20,30,100,50);
getImageData() and putImagedata()
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If you want to manipulate individual pixels, you can use the getImageData() to retrieve a set of pixels, and putImageData to place it within the array. These two functions use the ImageData object, where pixels may be accessed in a single array.
External links
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- Drawing Graphics with Canvas on Mozilla.org