Canvas Draw Circle on Image
Cartoon shapes with canvas
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Now that we have set upward our sail environs, we tin get into the details of how to draw on the canvas. By the end of this article, you lot will have learned how to depict rectangles, triangles, lines, arcs and curves, providing familiarity with some of the bones shapes. Working with paths is essential when drawing objects onto the canvas and we volition see how that can exist done.
The grid
Before nosotros tin first drawing, we need to talk most the sail grid or coordinate space. Our HTML skeleton from the previous page had a canvas element 150 pixels wide and 150 pixels high.
Normally 1 unit in the grid corresponds to 1 pixel on the canvas. The origin of this grid is positioned in the summit left corner at coordinate (0,0). All elements are placed relative to this origin. So the position of the tiptop left corner of the blueish square becomes ten pixels from the left and y pixels from the acme, at coordinate (x,y). Subsequently in this tutorial we'll see how we can translate the origin to a dissimilar position, rotate the filigree and fifty-fifty scale it, but for now we'll stick to the default.
Drawing rectangles
Unlike SVG, <canvas>
only supports two primitive shapes: rectangles and paths (lists of points connected by lines). All other shapes must be created by combining one or more paths. Luckily, we accept an array of path cartoon functions which make information technology possible to compose very complex shapes.
First allow's wait at the rectangle. There are three functions that draw rectangles on the canvas:
-
fillRect(10, y, width, height)
-
Draws a filled rectangle.
-
strokeRect(x, y, width, height)
-
Draws a rectangular outline.
-
clearRect(x, y, width, height)
-
Clears the specified rectangular expanse, making information technology fully transparent.
Each of these iii functions takes the same parameters. x
and y
specify the position on the canvas (relative to the origin) of the top-left corner of the rectangle. width
and height
provide the rectangle'due south size.
Below is the draw()
office from the previous page, but now it is making use of these three functions.
Rectangular shape example
part draw ( ) { var canvas = certificate. getElementById ( 'canvas' ) ; if (canvas.getContext) { var ctx = canvas. getContext ( '2d' ) ; ctx. fillRect ( 25 , 25 , 100 , 100 ) ; ctx. clearRect ( 45 , 45 , sixty , 60 ) ; ctx. strokeRect ( 50 , fifty , l , 50 ) ; } }
This case's output is shown below.
The fillRect()
function draws a large black square 100 pixels on each side. The clearRect()
part and so erases a 60x60 pixel square from the middle, and then strokeRect()
is called to create a rectangular outline 50x50 pixels inside the cleared foursquare.
In upcoming pages we'll see two alternative methods for clearRect()
, and we'll likewise run across how to alter the color and stroke style of the rendered shapes.
Unlike the path functions we'll see in the side by side department, all three rectangle functions draw immediately to the canvas.
Drawing paths
Now permit's look at paths. A path is a list of points, connected past segments of lines that can exist of different shapes, curved or not, of different width and of different color. A path, or fifty-fifty a subpath, can exist closed. To make shapes using paths, we take some actress steps:
- First, you create the path.
- Then you use cartoon commands to draw into the path.
- Once the path has been created, you lot can stroke or fill the path to return it.
Here are the functions used to perform these steps:
-
beginPath()
-
Creates a new path. Once created, future drawing commands are directed into the path and used to build the path up.
- Path methods
-
Methods to set different paths for objects.
-
closePath()
-
Adds a straight line to the path, going to the kickoff of the current sub-path.
-
stroke()
-
Draws the shape by stroking its outline.
-
fill()
-
Draws a solid shape past filling the path'south content area.
The kickoff step to create a path is to call the beginPath()
. Internally, paths are stored as a list of sub-paths (lines, arcs, etc) which together form a shape. Every fourth dimension this method is called, the list is reset and nosotros tin start cartoon new shapes.
Notation: When the current path is empty, such as immediately after calling beginPath()
, or on a newly created canvass, the kickoff path structure command is always treated as a moveTo()
, regardless of what it actually is. For that reason, you will almost always want to specifically gear up your starting position after resetting a path.
The second step is calling the methods that really specify the paths to exist drawn. Nosotros'll see these shortly.
The third, and an optional pace, is to phone call closePath()
. This method tries to close the shape past drawing a straight line from the current point to the beginning. If the shape has already been closed or there's merely one point in the list, this role does nothing.
Note: When you call fill()
, any open shapes are closed automatically, so you don't take to call closePath()
. This is non the case when you phone call stroke()
.
Drawing a triangle
For instance, the code for drawing a triangle would expect something like this:
role draw ( ) { var canvas = document. getElementById ( 'canvas' ) ; if (canvas.getContext) { var ctx = sail. getContext ( '2nd' ) ; ctx. beginPath ( ) ; ctx. moveTo ( 75 , fifty ) ; ctx. lineTo ( 100 , 75 ) ; ctx. lineTo ( 100 , 25 ) ; ctx. fill ( ) ; } }
The result looks like this:
Moving the pen
One very useful function, which doesn't really draw anything merely becomes part of the path listing described above, is the moveTo()
part. Yous tin probably all-time recall of this as lifting a pen or pencil from ane spot on a piece of paper and placing it on the next.
-
moveTo(10, y)
-
Moves the pen to the coordinates specified by
x
andy
.
When the canvas is initialized or beginPath()
is called, yous typically will want to utilize the moveTo()
function to identify the starting point somewhere else. We could also use moveTo()
to draw unconnected paths. Take a await at the smiley face below.
To try this for yourself, y'all can use the code snippet beneath. Just paste information technology into the draw()
office we saw earlier.
function describe ( ) { var canvas = document. getElementById ( 'canvas' ) ; if (canvas.getContext) { var ctx = sail. getContext ( 'second' ) ; ctx. beginPath ( ) ; ctx. arc ( 75 , 75 , 50 , 0 , Math. PI * 2 , truthful ) ; // Outer circle ctx. moveTo ( 110 , 75 ) ; ctx. arc ( 75 , 75 , 35 , 0 , Math. PI , false ) ; // Oral fissure (clockwise) ctx. moveTo ( 65 , 65 ) ; ctx. arc ( 60 , 65 , 5 , 0 , Math. PI * 2 , truthful ) ; // Left eye ctx. moveTo ( 95 , 65 ) ; ctx. arc ( ninety , 65 , 5 , 0 , Math. PI * 2 , true ) ; // Right eye ctx. stroke ( ) ; } }
The event looks like this:
If you'd like to come across the connecting lines, you tin can remove the lines that call moveTo()
.
Notation: To learn more well-nigh the arc()
part, see the Arcs section below.
Lines
For drawing straight lines, use the lineTo()
method.
-
lineTo(10, y)
-
Draws a line from the current cartoon position to the position specified past
x
andy
.
This method takes two arguments, ten
and y
, which are the coordinates of the line'due south cease bespeak. The starting signal is dependent on previously drawn paths, where the cease signal of the previous path is the starting point for the following, etc. The starting point can also be changed past using the moveTo()
method.
The case below draws 2 triangles, 1 filled and one outlined.
function depict ( ) { var sheet = document. getElementById ( 'canvas' ) ; if (sheet.getContext) { var ctx = sail. getContext ( '2nd' ) ; // Filled triangle ctx. beginPath ( ) ; ctx. moveTo ( 25 , 25 ) ; ctx. lineTo ( 105 , 25 ) ; ctx. lineTo ( 25 , 105 ) ; ctx. fill ( ) ; // Stroked triangle ctx. beginPath ( ) ; ctx. moveTo ( 125 , 125 ) ; ctx. lineTo ( 125 , 45 ) ; ctx. lineTo ( 45 , 125 ) ; ctx. closePath ( ) ; ctx. stroke ( ) ; } }
This starts by calling beginPath()
to start a new shape path. We then use the moveTo()
method to move the starting betoken to the desired position. Below this, ii lines are drawn which make upward 2 sides of the triangle.
Y'all'll notice the divergence betwixt the filled and stroked triangle. This is, as mentioned to a higher place, considering shapes are automatically airtight when a path is filled, but not when they are stroked. If nosotros left out the closePath()
for the stroked triangle, merely two lines would accept been drawn, non a consummate triangle.
Arcs
To draw arcs or circles, we use the arc()
or arcTo()
methods.
-
arc(x, y, radius, startAngle, endAngle, counterclockwise)
-
Draws an arc which is centered at (x, y) position with radius r starting at startAngle and ending at endAngle going in the given management indicated by counterclockwise (defaulting to clockwise).
-
arcTo(x1, y1, x2, y2, radius)
-
Draws an arc with the given control points and radius, continued to the previous point by a straight line.
Let's have a more detailed wait at the arc
method, which takes half-dozen parameters: 10
and y
are the coordinates of the heart of the circumvolve on which the arc should be fatigued. radius
is self-explanatory. The startAngle
and endAngle
parameters ascertain the get-go and stop points of the arc in radians, along the curve of the circle. These are measured from the x axis. The counterclockwise
parameter is a Boolean value which, when truthful
, draws the arc counterclockwise; otherwise, the arc is drawn clockwise.
Note: Angles in the arc
function are measured in radians, not degrees. To convert degrees to radians yous can apply the following JavaScript expression: radians = (Math.PI/180)*degrees
.
The following example is a petty more complex than the ones nosotros've seen above. It draws 12 different arcs all with different angles and fills.
The two for
loops are for looping through the rows and columns of arcs. For each arc, we start a new path by calling beginPath()
. In the code, each of the parameters for the arc is in a variable for clarity, simply you lot wouldn't necessarily do that in real life.
The x
and y
coordinates should be clear enough. radius
and startAngle
are fixed. The endAngle
starts at 180 degrees (one-half a circumvolve) in the beginning cavalcade and is increased by steps of ninety degrees, culminating in a consummate circumvolve in the last column.
The statement for the clockwise
parameter results in the first and third row beingness drawn as clockwise arcs and the second and fourth row as counterclockwise arcs. Finally, the if
statement makes the top one-half stroked arcs and the bottom half filled arcs.
Note: This example requires a slightly larger canvas than the others on this page: 150 10 200 pixels.
part draw ( ) { var sail = document. getElementById ( 'canvas' ) ; if (canvas.getContext) { var ctx = sheet. getContext ( '2d' ) ; for ( var i = 0 ; i < iv ; i++ ) { for ( var j = 0 ; j < three ; j++ ) { ctx. beginPath ( ) ; var x = 25 + j * l ; // x coordinate var y = 25 + i * 50 ; // y coordinate var radius = 20 ; // Arc radius var startAngle = 0 ; // Starting point on circumvolve var endAngle = Math. PI + (Math. PI * j) / 2 ; // Stop point on circumvolve var counterclockwise = i % two !== 0 ; // clockwise or counterclockwise ctx. arc (x, y, radius, startAngle, endAngle, counterclockwise) ; if (i > ane ) { ctx. make full ( ) ; } else { ctx. stroke ( ) ; } } } } }
Bezier and quadratic curves
The next blazon of paths available are Bézier curves, available in both cubic and quadratic varieties. These are more often than not used to draw complex organic shapes.
-
quadraticCurveTo(cp1x, cp1y, ten, y)
-
Draws a quadratic Bézier curve from the current pen position to the stop point specified by
x
andy
, using the command signal specified pastcp1x
andcp1y
. -
bezierCurveTo(cp1x, cp1y, cp2x, cp2y, x, y)
-
Draws a cubic Bézier curve from the current pen position to the end betoken specified by
x
andy
, using the command points specified by (cp1x
,cp1y
) and (cp2x, cp2y).
The difference between these is that a quadratic Bézier curve has a get-go and an end point (blue dots) and just one control point (indicated by the red dot) while a cubic Bézier curve uses two command points.
The x
and y
parameters in both of these methods are the coordinates of the end point. cp1x
and cp1y
are the coordinates of the get-go command bespeak, and cp2x
and cp2y
are the coordinates of the second control point.
Using quadratic and cubic Bézier curves can be quite challenging, because dissimilar vector drawing software like Adobe Illustrator, we don't have direct visual feedback as to what we're doing. This makes it pretty hard to describe complex shapes. In the following case, we'll be drawing some simple organic shapes, but if you have the time and, well-nigh of all, the patience, much more complex shapes can be created.
There's goose egg very difficult in these examples. In both cases we see a succession of curves being fatigued which finally result in a complete shape.
Quadratic Bezier curves
This example uses multiple quadratic Bézier curves to render a speech airship.
role draw ( ) { var sheet = document. getElementById ( 'canvas' ) ; if (canvas.getContext) { var ctx = sheet. getContext ( '2d' ) ; // Quadratic curves example ctx. beginPath ( ) ; ctx. moveTo ( 75 , 25 ) ; ctx. quadraticCurveTo ( 25 , 25 , 25 , 62.5 ) ; ctx. quadraticCurveTo ( 25 , 100 , 50 , 100 ) ; ctx. quadraticCurveTo ( 50 , 120 , xxx , 125 ) ; ctx. quadraticCurveTo ( 60 , 120 , 65 , 100 ) ; ctx. quadraticCurveTo ( 125 , 100 , 125 , 62.v ) ; ctx. quadraticCurveTo ( 125 , 25 , 75 , 25 ) ; ctx. stroke ( ) ; } }
Cubic Bezier curves
This example draws a middle using cubic Bézier curves.
function draw ( ) { var canvas = certificate. getElementById ( 'sheet' ) ; if (canvas.getContext) { var ctx = canvas. getContext ( '2d' ) ; // Cubic curves case ctx. beginPath ( ) ; ctx. moveTo ( 75 , twoscore ) ; ctx. bezierCurveTo ( 75 , 37 , seventy , 25 , fifty , 25 ) ; ctx. bezierCurveTo ( 20 , 25 , xx , 62.v , 20 , 62.5 ) ; ctx. bezierCurveTo ( 20 , 80 , 40 , 102 , 75 , 120 ) ; ctx. bezierCurveTo ( 110 , 102 , 130 , 80 , 130 , 62.5 ) ; ctx. bezierCurveTo ( 130 , 62.5 , 130 , 25 , 100 , 25 ) ; ctx. bezierCurveTo ( 85 , 25 , 75 , 37 , 75 , 40 ) ; ctx. make full ( ) ; } }
Rectangles
In addition to the three methods we saw in Drawing rectangles, which draw rectangular shapes directly to the canvas, there's too the rect()
method, which adds a rectangular path to a currently open path.
-
rect(ten, y, width, tiptop)
-
Draws a rectangle whose elevation-left corner is specified by (
x
,y
) with the specifiedwidth
andelevation
.
Earlier this method is executed, the moveTo()
method is automatically chosen with the parameters (x,y). In other words, the current pen position is automatically reset to the default coordinates.
Making combinations
Then far, each instance on this page has used only 1 type of path part per shape. However, there's no limitation to the number or types of paths yous can utilize to create a shape. So in this final example, let'due south combine all of the path functions to make a set of very famous game characters.
function depict ( ) { var sail = document. getElementById ( 'canvas' ) ; if (sail.getContext) { var ctx = canvas. getContext ( '2d' ) ; roundedRect (ctx, 12 , 12 , 150 , 150 , 15 ) ; roundedRect (ctx, 19 , 19 , 150 , 150 , ix ) ; roundedRect (ctx, 53 , 53 , 49 , 33 , x ) ; roundedRect (ctx, 53 , 119 , 49 , 16 , 6 ) ; roundedRect (ctx, 135 , 53 , 49 , 33 , x ) ; roundedRect (ctx, 135 , 119 , 25 , 49 , 10 ) ; ctx. beginPath ( ) ; ctx. arc ( 37 , 37 , xiii , Math. PI / 7 , -Math. PI / 7 , fake ) ; ctx. lineTo ( 31 , 37 ) ; ctx. fill ( ) ; for ( var i = 0 ; i < 8 ; i++ ) { ctx. fillRect ( 51 + i * xvi , 35 , 4 , four ) ; } for (i = 0 ; i < 6 ; i++ ) { ctx. fillRect ( 115 , 51 + i * 16 , 4 , four ) ; } for (i = 0 ; i < 8 ; i++ ) { ctx. fillRect ( 51 + i * 16 , 99 , four , 4 ) ; } ctx. beginPath ( ) ; ctx. moveTo ( 83 , 116 ) ; ctx. lineTo ( 83 , 102 ) ; ctx. bezierCurveTo ( 83 , 94 , 89 , 88 , 97 , 88 ) ; ctx. bezierCurveTo ( 105 , 88 , 111 , 94 , 111 , 102 ) ; ctx. lineTo ( 111 , 116 ) ; ctx. lineTo ( 106.333 , 111.333 ) ; ctx. lineTo ( 101.666 , 116 ) ; ctx. lineTo ( 97 , 111.333 ) ; ctx. lineTo ( 92.333 , 116 ) ; ctx. lineTo ( 87.666 , 111.333 ) ; ctx. lineTo ( 83 , 116 ) ; ctx. fill up ( ) ; ctx.fillStyle = 'white' ; ctx. beginPath ( ) ; ctx. moveTo ( 91 , 96 ) ; ctx. bezierCurveTo ( 88 , 96 , 87 , 99 , 87 , 101 ) ; ctx. bezierCurveTo ( 87 , 103 , 88 , 106 , 91 , 106 ) ; ctx. bezierCurveTo ( 94 , 106 , 95 , 103 , 95 , 101 ) ; ctx. bezierCurveTo ( 95 , 99 , 94 , 96 , 91 , 96 ) ; ctx. moveTo ( 103 , 96 ) ; ctx. bezierCurveTo ( 100 , 96 , 99 , 99 , 99 , 101 ) ; ctx. bezierCurveTo ( 99 , 103 , 100 , 106 , 103 , 106 ) ; ctx. bezierCurveTo ( 106 , 106 , 107 , 103 , 107 , 101 ) ; ctx. bezierCurveTo ( 107 , 99 , 106 , 96 , 103 , 96 ) ; ctx. fill ( ) ; ctx.fillStyle = 'black' ; ctx. beginPath ( ) ; ctx. arc ( 101 , 102 , 2 , 0 , Math. PI * two , true ) ; ctx. fill ( ) ; ctx. beginPath ( ) ; ctx. arc ( 89 , 102 , 2 , 0 , Math. PI * 2 , true ) ; ctx. fill ( ) ; } } // A utility office to draw a rectangle with rounded corners. part roundedRect ( ctx, ten, y, width, height, radius ) { ctx. beginPath ( ) ; ctx. moveTo (x, y + radius) ; ctx. arcTo (x, y + summit, x + radius, y + height, radius) ; ctx. arcTo (ten + width, y + height, x + width, y + superlative - radius, radius) ; ctx. arcTo (x + width, y, 10 + width - radius, y, radius) ; ctx. arcTo (x, y, x, y + radius, radius) ; ctx. stroke ( ) ; }
The resulting image looks like this:
Nosotros won't become over this in item, since it'southward actually surprisingly simple. The about important things to note are the use of the fillStyle
belongings on the drawing context, and the use of a utility part (in this case roundedRect()
). Using utility functions for bits of drawing you do oft tin be very helpful and reduce the amount of code you need, equally well as its complexity.
We'll take another look at fillStyle
, in more detail, subsequently in this tutorial. Here, all we're doing is using it to alter the fill up colour for paths from the default color of black to white, and so back again.
Path2D objects
As we take seen in the terminal example, there tin be a series of paths and drawing commands to draw objects onto your canvas. To simplify the lawmaking and to improve operation, the Path2D
object, bachelor in recent versions of browsers, lets yous cache or record these drawing commands. You lot are able to play back your paths chop-chop. Let's see how we tin construct a Path2D
object:
-
Path2D()
-
The
Path2D()
constructor returns a newly instantiatedPath2D
object, optionally with another path every bit an argument (creates a copy), or optionally with a string consisting of SVG path data.
new Path2D ( ) ; // empty path object new Path2D (path) ; // copy from another Path2D object new Path2D (d) ; // path from SVG path information
All path methods like moveTo
, rect
, arc
or quadraticCurveTo
, etc., which we got to know above, are available on Path2D
objects.
The Path2D
API also adds a way to combine paths using the addPath
method. This can exist useful when you want to build objects from several components, for example.
-
Path2D.addPath(path [, transform])
-
Adds a path to the current path with an optional transformation matrix.
Path2D instance
In this example, we are creating a rectangle and a circumvolve. Both are stored every bit a Path2D
object, so that they are available for afterwards usage. With the new Path2D
API, several methods got updated to optionally take a Path2D
object to utilise instead of the electric current path. Here, stroke
and fill
are used with a path argument to draw both objects onto the canvas, for example.
office describe ( ) { var sail = document. getElementById ( 'canvas' ) ; if (canvas.getContext) { var ctx = sheet. getContext ( '2d' ) ; var rectangle = new Path2D ( ) ; rectangle. rect ( 10 , 10 , fifty , 50 ) ; var circle = new Path2D ( ) ; circle. arc ( 100 , 35 , 25 , 0 , ii * Math. PI ) ; ctx. stroke (rectangle) ; ctx. fill (circle) ; } }
Using SVG paths
Another powerful characteristic of the new sheet Path2D
API is using SVG path information to initialize paths on your sheet. This might allow you lot to pass around path data and re-apply them in both, SVG and canvass.
The path volition move to point (M10 x
) and then movement horizontally 80 points to the correct (h 80
), and then 80 points downwards (five lxxx
), and so fourscore points to the left (h -80
), and so dorsum to the kickoff (z
). You can see this example on the Path2D
constructor page.
var p = new Path2D ( 'M10 x h fourscore five 80 h -lxxx Z' ) ;
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Source: https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API/Tutorial/Drawing_shapes
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