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Sample code for HTML5 Canvas fill and stroke implementation

黄舟
Release: 2017-03-03 16:08:39
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HTML5 Canvas Fill And Stroke

Demonstrate HTML5 Canvas Fill and Stroke text effects, how to implement it based on Canvas

Now texture fill and stroke.

1: Color filling and stroke

Color filling can be achieved through fillStyle, and stroke Color can be achieved through strokeStyle. A simple example

is as follows:

// fill and stroke text
ctx.font = '60pt Calibri';
ctx.lineWidth = 3;
ctx.strokeStyle = 'green';
ctx.strokeText('Hello World!', 20, 100);
ctx.fillStyle = 'red';
ctx.fillText('Hello World!', 20, 100);
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2: Texture fill and stroke

HTML5 Canvas also supports texture filling. By loading a texture image and then creating a brush pattern, the API to create a

texture pattern is ctx.createPattern(imageTexture, "repeat");The second parameter supports four

values, respectively ”repeat-x”, ”repeat-y”, ”repeat”,”no-repeat”means that the textures are along

X axis, Y axis, XY direction repeat or not repeat. The code for texture stroke and fill is as follows:

var woodfill = ctx.createPattern(imageTexture,"repeat");
ctx.strokeStyle = woodfill;
ctx.strokeText('Hello World!', 20, 200);
// fill rectangle
ctx.fillStyle = woodfill;
ctx.fillRect(60, 240, 260, 440);
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##Texture picture:


Three: Running effect

# #Code:

<!DOCTYPE html>
<html>
<head>
<meta http-equiv="X-UA-Compatible" content="chrome=IE8">
<meta http-equiv="Content-type" content="text/html;charset=UTF-8">
<title>Canvas Fill And Stroke Text Demo</title>
<link href="default.css" rel="stylesheet" />
	<script>
		var ctx = null; // global variable 2d context
		var imageTexture = null;
		window.onload = function() {
			var canvas = document.getElementById("text_canvas");
			console.log(canvas.parentNode.clientWidth);
			canvas.width = canvas.parentNode.clientWidth;
			canvas.height = canvas.parentNode.clientHeight;
			
			if (!canvas.getContext) {
			    console.log("Canvas not supported. Please install a HTML5 compatible browser.");
			    return;
			}
			
			// get 2D context of canvas and draw rectangel
			ctx = canvas.getContext("2d");
			ctx.fillStyle="black";
			ctx.fillRect(0, 0, canvas.width, canvas.height);
			
			// fill and stroke text
			ctx.font = &#39;60pt Calibri&#39;;
			ctx.lineWidth = 3;
			ctx.strokeStyle = &#39;green&#39;;
			ctx.strokeText(&#39;Hello World!&#39;, 20, 100);
			ctx.fillStyle = &#39;red&#39;;
			ctx.fillText(&#39;Hello World!&#39;, 20, 100);
			
			// fill and stroke by pattern
			imageTexture = document.createElement(&#39;img&#39;);
			imageTexture.src = "../pattern.png";
			imageTexture.onload = loaded();
		}
		
		function loaded() {
			// delay to image loaded
			setTimeout(textureFill, 1000/30);
		}
		
		function textureFill() {
			// var woodfill = ctx.createPattern(imageTexture, "repeat-x");
			// var woodfill = ctx.createPattern(imageTexture, "repeat-y");
			// var woodfill = ctx.createPattern(imageTexture, "no-repeat");
			var woodfill = ctx.createPattern(imageTexture, "repeat");
			ctx.strokeStyle = woodfill;
			ctx.strokeText(&#39;Hello World!&#39;, 20, 200);
			
			// fill rectangle
			ctx.fillStyle = woodfill;
			ctx.fillRect(60, 240, 260, 440);
		}
		
	</script>
</head>
<body>
	<h1>HTML5 Canvas Text Demo - By Gloomy Fish</h1>
	<pre class="brush:php;toolbar:false">Fill And Stroke

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The above is the content of the example code implemented by HTML5 Canvas fill and stroke (Fill And Stroke). For more related information, please Follow the PHP Chinese website (m.sbmmt.com)!


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