The available attributes are as follows:
| Attribute | Description |
|---|---|
| width | Specifies the canvas width |
| height | Specifies the canvas height |
You can use the canvas element to draw amazing stuff like shapes, graphs, manipulate images, create engaging games etc. with JavaScript. The canvas's 2D drawable layer surface Object is referred to as CanvasRenderingContext2D; or from a HTMLCanvasElement using the .getContext("2d") method:
<canvas id="myCanvas">
Cannot display graphic. Canvas is not supported by your browser (IE<9)
</canvas>
<script>
var ctx = document.getElementById("myCanvas").getContext("2d");
// now we can refer to the canvas's 2D layer context using `ctx`
ctx.fillStyle = "#f00";
ctx.fillRect(0, 0, ctx.canvas.width, ctx.canvas.height); // x, y, width, height
ctx.fillStyle = "#fff";
ctx.fillText("My red canvas with some black text", 24, 32); // text, x, y
</script>
The above will create a transparent HTML <canvas> element of 300×150 px in size. :
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8" />
<title>Draw two rectangles on the canvas</title>
<style>
canvas {
border: 1px solid gray;
}
</style>
<script async>
window.onload = init; // call init() once the window is completely loaded
function init() {
// #1 - get reference to <canvas> element
var canvas = document.querySelector('canvas');
// #2 - get reference to the drawing context and drawing API
var ctx = canvas.getContext('2d');
// #3 - all fill operations are now in red
ctx.fillStyle = '#F44336';
// #4 - fill a 100x100 rectangle at x=0,y=0
ctx.fillRect(0, 0, 100, 100);
// #5 - all fill operations are now in green
ctx.fillStyle = 'white';
// #6 - fill a 50x50 rectangle at x=25,y=25
ctx.fillRect(25, 25, 50, 50);
}
</script>
</head>
<body>
<canvas width=300 height=200>Your browser does not support canvas.</canvas>
</body>
</html>
This example looks like this:
Note: Advance canvas tutorials are coming soon ...
Share TDB SCHOOL
Share this E-Learning Website on social media platforms with your friends and followers