The Canvas tag is an important element in HTML5, which provides a means to draw graphics through JavaScript. In this article, we will introduce you to the commonly used properties of the Canvas tag and demonstrate their usage through specific code examples.
1. List of common properties
The following is a code example for a basic Canvas tag:
<canvas id="myCanvas" width="500" height="300" style="border:1px solid black;"></canvas>
In this example, we create a Canvas tag with a width of 500 pixels and a height of 300 pixels, and A black border is set.
2. Draw graphics
The power of the Canvas tag is that you can use JavaScript code to draw various graphics. Here are some common drawing methods:
context.lineTo()
method to draw a straight line. The following example code draws a straight line from coordinates (50, 50) to coordinates (200, 200). var canvas = document.getElementById("myCanvas"); var ctx = canvas.getContext("2d"); ctx.beginPath(); ctx.moveTo(50, 50); ctx.lineTo(200, 200); ctx.stroke();
context.fillRect()
method to draw a rectangle. The example code below draws a red rectangle with a width of 100 pixels and a height of 50 pixels. var canvas = document.getElementById("myCanvas"); var ctx = canvas.getContext("2d"); ctx.fillStyle = "red"; ctx.fillRect(50, 50, 100, 50);
context.arc()
method to draw a circle. The example code below draws a blue circle with a radius of 30 pixels. var canvas = document.getElementById("myCanvas"); var ctx = canvas.getContext("2d"); ctx.beginPath(); ctx.arc(100, 100, 30, 0, 2 * Math.PI); ctx.fillStyle = "blue"; ctx.fill();
context.clearRect()
method to clear the canvas and achieve dynamic drawing effects. The following example code clears the canvas every second and draws a circle in a random position and color. var canvas = document.getElementById("myCanvas"); var ctx = canvas.getContext("2d"); function drawCircle() { ctx.clearRect(0, 0, canvas.width, canvas.height); var x = Math.random() * canvas.width; var y = Math.random() * canvas.height; var color = "#"+((1<<24)*Math.random()|0).toString(16); ctx.beginPath(); ctx.arc(x, y, 30, 0, 2 * Math.PI); ctx.fillStyle = color; ctx.fill(); } setInterval(drawCircle, 1000);
The above sample code uses the setInterval()
function to call the drawCircle()
function every second to continuously clear the canvas and draw new circular effect.
Through the above sample code, we can see the usage of some common properties of the Canvas tag and how to use JavaScript to draw graphics. I hope this article will help you understand the use of Canvas tags.
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