Canvas Draw Circle and Fill It
Drawing shapes with canvas
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At present that nosotros have fix our sail environs, we can get into the details of how to draw on the canvass. Past the end of this article, you will have learned how to describe rectangles, triangles, lines, arcs and curves, providing familiarity with some of the basic shapes. Working with paths is essential when drawing objects onto the canvas and we will see how that tin can exist washed.
The grid
Before we can showtime cartoon, nosotros need to talk about the sheet grid or coordinate space. Our HTML skeleton from the previous page had a canvas element 150 pixels broad and 150 pixels high.
Normally ane unit of measurement in the grid corresponds to one pixel on the canvass. The origin of this grid is positioned in the elevation left corner at coordinate (0,0). All elements are placed relative to this origin. So the position of the top left corner of the blue square becomes 10 pixels from the left and y pixels from the top, at coordinate (x,y). Later in this tutorial we'll see how we tin translate the origin to a different position, rotate the grid and even calibration it, just for at present we'll stick to the default.
Cartoon rectangles
Different SVG, <canvas>
only supports two archaic shapes: rectangles and paths (lists of points connected past lines). All other shapes must be created past combining i or more than paths. Luckily, we have an assortment of path drawing functions which make it possible to compose very circuitous shapes.
Commencement let's look at the rectangle. In that location are 3 functions that depict rectangles on the sheet:
-
fillRect(x, y, width, superlative)
-
Draws a filled rectangle.
-
strokeRect(ten, y, width, elevation)
-
Draws a rectangular outline.
-
clearRect(x, y, width, superlative)
-
Clears the specified rectangular area, making it fully transparent.
Each of these three functions takes the aforementioned 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's size.
Below is the describe()
function from the previous page, but now it is making apply of these iii functions.
Rectangular shape instance
function draw ( ) { var canvas = document. getElementById ( 'canvas' ) ; if (canvas.getContext) { var ctx = sheet. getContext ( '2d' ) ; ctx. fillRect ( 25 , 25 , 100 , 100 ) ; ctx. clearRect ( 45 , 45 , 60 , 60 ) ; ctx. strokeRect ( 50 , 50 , 50 , l ) ; } }
This instance'due south output is shown below.
The fillRect()
function draws a big black square 100 pixels on each side. The clearRect()
function then erases a 60x60 pixel square from the center, and so strokeRect()
is called to create a rectangular outline 50x50 pixels within the cleared square.
In upcoming pages we'll see two alternative methods for clearRect()
, and we'll besides come across how to change the colour and stroke style of the rendered shapes.
Dissimilar the path functions we'll see in the side by side section, all three rectangle functions describe immediately to the sheet.
Cartoon paths
Now let's look at paths. A path is a list of points, connected by segments of lines that can be of different shapes, curved or not, of different width and of different colour. A path, or even a subpath, can be closed. To make shapes using paths, we have some extra steps:
- First, you create the path.
- And then y'all employ drawing commands to draw into the path.
- One time the path has been created, you tin can stroke or make full the path to render it.
Hither are the functions used to perform these steps:
-
beginPath()
-
Creates a new path. Once created, hereafter cartoon commands are directed into the path and used to build the path up.
- Path methods
-
Methods to fix unlike paths for objects.
-
closePath()
-
Adds a straight line to the path, going to the start of the current sub-path.
-
stroke()
-
Draws the shape past stroking its outline.
-
fill()
-
Draws a solid shape by filling the path's content surface area.
The first step to create a path is to telephone call the beginPath()
. Internally, paths are stored as a listing of sub-paths (lines, arcs, etc) which together form a shape. Every fourth dimension this method is called, the list is reset and we can start cartoon new shapes.
Note: When the current path is empty, such equally immediately later calling beginPath()
, or on a newly created canvas, the first path construction command is always treated as a moveTo()
, regardless of what information technology actually is. For that reason, you will almost always want to specifically set your starting position after resetting a path.
The second step is calling the methods that actually specify the paths to exist drawn. We'll see these shortly.
The third, and an optional step, is to telephone call closePath()
. This method tries to shut the shape by drawing a straight line from the current bespeak to the showtime. If the shape has already been airtight or at that place'south merely one indicate in the listing, this part does nothing.
Note: When you call fill()
, whatever open shapes are closed automatically, then you don't have to call closePath()
. This is non the instance when you phone call stroke()
.
Drawing a triangle
For example, the code for drawing a triangle would look something like this:
office draw ( ) { var canvas = document. getElementById ( 'sail' ) ; if (canvass.getContext) { var ctx = canvas. getContext ( '2d' ) ; ctx. beginPath ( ) ; ctx. moveTo ( 75 , 50 ) ; 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 actually draw annihilation only becomes function of the path listing described above, is the moveTo()
function. You tin probably best think of this equally lifting a pen or pencil from 1 spot on a piece of paper and placing it on the side by side.
-
moveTo(x, y)
-
Moves the pen to the coordinates specified by
x
andy
.
When the canvas is initialized or beginPath()
is called, you typically volition desire to utilise the moveTo()
function to place the starting point somewhere else. We could as well employ moveTo()
to draw unconnected paths. Take a look at the smiley face up beneath.
To endeavor this for yourself, you lot can use the code snippet below. Just paste it into the draw()
function we saw earlier.
function draw ( ) { var canvas = document. getElementById ( 'canvas' ) ; if (canvass.getContext) { var ctx = sail. getContext ( '2d' ) ; 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 cavity (clockwise) ctx. moveTo ( 65 , 65 ) ; ctx. arc ( 60 , 65 , 5 , 0 , Math. PI * 2 , true ) ; // Left eye ctx. moveTo ( 95 , 65 ) ; ctx. arc ( 90 , 65 , 5 , 0 , Math. PI * 2 , true ) ; // Correct eye ctx. stroke ( ) ; } }
The result looks like this:
If you'd like to see the connecting lines, you can remove the lines that call moveTo()
.
Note: To larn more than about the arc()
office, come across the Arcs section below.
Lines
For cartoon directly lines, apply the lineTo()
method.
-
lineTo(x, y)
-
Draws a line from the electric current cartoon position to the position specified by
10
andy
.
This method takes two arguments, x
and y
, which are the coordinates of the line's end point. The starting point is dependent on previously drawn paths, where the end point of the previous path is the starting point for the post-obit, etc. The starting point can also be changed by using the moveTo()
method.
The example below draws two triangles, one filled and i outlined.
function depict ( ) { var canvass = certificate. getElementById ( 'canvas' ) ; if (sail.getContext) { var ctx = canvas. getContext ( '2d' ) ; // Filled triangle ctx. beginPath ( ) ; ctx. moveTo ( 25 , 25 ) ; ctx. lineTo ( 105 , 25 ) ; ctx. lineTo ( 25 , 105 ) ; ctx. fill up ( ) ; // 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 kickoff a new shape path. Nosotros and then use the moveTo()
method to move the starting point to the desired position. Beneath this, two lines are fatigued which make up two sides of the triangle.
Y'all'll notice the deviation between the filled and stroked triangle. This is, as mentioned above, because shapes are automatically airtight when a path is filled, only not when they are stroked. If we left out the closePath()
for the stroked triangle, only two lines would have been drawn, not a complete triangle.
Arcs
To draw arcs or circles, we use the arc()
or arcTo()
methods.
-
arc(10, 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 direction indicated past counterclockwise (defaulting to clockwise).
-
arcTo(x1, y1, x2, y2, radius)
-
Draws an arc with the given control points and radius, continued to the previous betoken by a directly line.
Allow'southward have a more detailed wait at the arc
method, which takes 6 parameters: 10
and y
are the coordinates of the center of the circle on which the arc should exist drawn. radius
is cocky-explanatory. The startAngle
and endAngle
parameters define the first and end 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 true
, draws the arc counterclockwise; otherwise, the arc is drawn clockwise.
Note: Angles in the arc
function are measured in radians, non degrees. To convert degrees to radians you lot can use the following JavaScript expression: radians = (Math.PI/180)*degrees
.
The post-obit case is a piffling more than complex than the ones we've seen above. Information technology draws 12 different arcs all with unlike angles and fills.
The two for
loops are for looping through the rows and columns of arcs. For each arc, we outset a new path by calling beginPath()
. In the lawmaking, each of the parameters for the arc is in a variable for clarity, but you wouldn't necessarily do that in real life.
The 10
and y
coordinates should be clear enough. radius
and startAngle
are fixed. The endAngle
starts at 180 degrees (half a circle) in the start column and is increased past steps of xc degrees, culminating in a complete circle in the concluding column.
The statement for the clockwise
parameter results in the start and third row being fatigued equally clockwise arcs and the 2nd and 4th row equally counterclockwise arcs. Finally, the if
statement makes the top half stroked arcs and the bottom half filled arcs.
Note: This example requires a slightly larger canvas than the others on this page: 150 x 200 pixels.
function describe ( ) { var canvas = certificate. getElementById ( 'canvas' ) ; if (canvass.getContext) { var ctx = canvas. getContext ( '2d' ) ; for ( var i = 0 ; i < 4 ; i++ ) { for ( var j = 0 ; j < 3 ; j++ ) { ctx. beginPath ( ) ; var x = 25 + j * l ; // ten coordinate var y = 25 + i * 50 ; // y coordinate var radius = 20 ; // Arc radius var startAngle = 0 ; // Starting point on circle var endAngle = Math. PI + (Math. PI * j) / 2 ; // Terminate point on circumvolve var counterclockwise = i % 2 !== 0 ; // clockwise or counterclockwise ctx. arc (x, y, radius, startAngle, endAngle, counterclockwise) ; if (i > 1 ) { 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 mostly used to describe complex organic shapes.
-
quadraticCurveTo(cp1x, cp1y, 10, y)
-
Draws a quadratic Bézier curve from the current pen position to the end bespeak specified by
10
andy
, using the control signal specified bycp1x
andcp1y
. -
bezierCurveTo(cp1x, cp1y, cp2x, cp2y, x, y)
-
Draws a cubic Bézier curve from the electric current pen position to the end point 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 starting time and an finish point (blue dots) and just one control point (indicated by the cerise dot) while a cubic Bézier bend uses two control points.
The x
and y
parameters in both of these methods are the coordinates of the stop indicate. cp1x
and cp1y
are the coordinates of the first command signal, and cp2x
and cp2y
are the coordinates of the 2d command signal.
Using quadratic and cubic Bézier curves can be quite challenging, because different vector cartoon software similar Adobe Illustrator, we don't have directly visual feedback as to what we're doing. This makes it pretty hard to draw complex shapes. In the following example, nosotros'll be drawing some simple organic shapes, but if you accept the time and, near of all, the patience, much more complex shapes can be created.
There's nothing very hard in these examples. In both cases we encounter a succession of curves being fatigued which finally result in a consummate shape.
Quadratic Bezier curves
This example uses multiple quadratic Bézier curves to render a speech balloon.
function draw ( ) { var sail = certificate. getElementById ( 'canvas' ) ; if (canvas.getContext) { var ctx = canvas. 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 ( l , 120 , 30 , 125 ) ; ctx. quadraticCurveTo ( 60 , 120 , 65 , 100 ) ; ctx. quadraticCurveTo ( 125 , 100 , 125 , 62.5 ) ; ctx. quadraticCurveTo ( 125 , 25 , 75 , 25 ) ; ctx. stroke ( ) ; } }
Cubic Bezier curves
This case draws a heart using cubic Bézier curves.
function draw ( ) { var canvas = document. getElementById ( 'canvas' ) ; if (canvas.getContext) { var ctx = canvass. getContext ( 'second' ) ; // Cubic curves example ctx. beginPath ( ) ; ctx. moveTo ( 75 , twoscore ) ; ctx. bezierCurveTo ( 75 , 37 , 70 , 25 , fifty , 25 ) ; ctx. bezierCurveTo ( twenty , 25 , 20 , 62.5 , xx , 62.5 ) ; ctx. bezierCurveTo ( 20 , 80 , xl , 102 , 75 , 120 ) ; ctx. bezierCurveTo ( 110 , 102 , 130 , fourscore , 130 , 62.5 ) ; ctx. bezierCurveTo ( 130 , 62.v , 130 , 25 , 100 , 25 ) ; ctx. bezierCurveTo ( 85 , 25 , 75 , 37 , 75 , 40 ) ; ctx. fill ( ) ; } }
Rectangles
In add-on to the three methods we saw in Cartoon rectangles, which describe rectangular shapes straight to the canvass, there's also the rect()
method, which adds a rectangular path to a currently open path.
-
rect(x, y, width, peak)
-
Draws a rectangle whose top-left corner is specified by (
ten
,y
) with the specifiedwidth
andheight
.
Before this method is executed, the moveTo()
method is automatically called with the parameters (x,y). In other words, the electric current pen position is automatically reset to the default coordinates.
Making combinations
Then far, each example on this page has used only one blazon of path function per shape. However, at that place's no limitation to the number or types of paths you lot can utilize to create a shape. Then in this final example, permit'due south combine all of the path functions to make a set of very famous game characters.
function draw ( ) { var canvas = document. getElementById ( 'canvas' ) ; if (sheet.getContext) { var ctx = sail. getContext ( '2d' ) ; roundedRect (ctx, 12 , 12 , 150 , 150 , xv ) ; roundedRect (ctx, xix , 19 , 150 , 150 , nine ) ; roundedRect (ctx, 53 , 53 , 49 , 33 , 10 ) ; roundedRect (ctx, 53 , 119 , 49 , xvi , 6 ) ; roundedRect (ctx, 135 , 53 , 49 , 33 , 10 ) ; roundedRect (ctx, 135 , 119 , 25 , 49 , 10 ) ; ctx. beginPath ( ) ; ctx. arc ( 37 , 37 , 13 , Math. PI / 7 , -Math. PI / 7 , false ) ; ctx. lineTo ( 31 , 37 ) ; ctx. make full ( ) ; for ( var i = 0 ; i < 8 ; i++ ) { ctx. fillRect ( 51 + i * 16 , 35 , 4 , 4 ) ; } for (i = 0 ; i < half dozen ; i++ ) { ctx. fillRect ( 115 , 51 + i * 16 , four , 4 ) ; } for (i = 0 ; i < 8 ; i++ ) { ctx. fillRect ( 51 + i * 16 , 99 , 4 , 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 ( ) ; 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 = 'blackness' ; ctx. beginPath ( ) ; ctx. arc ( 101 , 102 , two , 0 , Math. PI * 2 , true ) ; ctx. fill ( ) ; ctx. beginPath ( ) ; ctx. arc ( 89 , 102 , 2 , 0 , Math. PI * 2 , truthful ) ; ctx. fill ( ) ; } } // A utility function to depict a rectangle with rounded corners. role roundedRect ( ctx, x, y, width, top, radius ) { ctx. beginPath ( ) ; ctx. moveTo (ten, y + radius) ; ctx. arcTo (x, y + height, x + radius, y + meridian, radius) ; ctx. arcTo (ten + width, y + tiptop, ten + width, y + height - radius, radius) ; ctx. arcTo (x + width, y, 10 + width - radius, y, radius) ; ctx. arcTo (10, y, 10, y + radius, radius) ; ctx. stroke ( ) ; }
The resulting image looks like this:
We won't become over this in detail, since it's actually surprisingly uncomplicated. The nearly of import things to annotation are the use of the fillStyle
belongings on the drawing context, and the use of a utility function (in this instance roundedRect()
). Using utility functions for bits of drawing y'all do oftentimes tin exist very helpful and reduce the amount of code y'all need, as well as its complexity.
We'll take another look at fillStyle
, in more detail, later in this tutorial. Hither, all nosotros're doing is using information technology to alter the fill up color for paths from the default color of black to white, and and then back once more.
Path2D objects
As we have seen in the last example, there tin be a series of paths and cartoon commands to describe objects onto your sail. To simplify the lawmaking and to improve functioning, the Path2D
object, available in contempo versions of browsers, lets you enshroud or record these drawing commands. Y'all are able to play back your paths rapidly. Let'southward see how we tin construct a Path2D
object:
-
Path2D()
-
The
Path2D()
constructor returns a newly instantiatedPath2D
object, optionally with another path as an argument (creates a copy), or optionally with a cord consisting of SVG path data.
new Path2D ( ) ; // empty path object new Path2D (path) ; // copy from some other Path2D object new Path2D (d) ; // path from SVG path data
All path methods like moveTo
, rect
, arc
or quadraticCurveTo
, etc., which we got to know above, are bachelor on Path2D
objects.
The Path2D
API also adds a mode to combine paths using the addPath
method. This can be useful when y'all 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 example
In this example, we are creating a rectangle and a circle. Both are stored as a Path2D
object, so that they are bachelor for later usage. With the new Path2D
API, several methods got updated to optionally take a Path2D
object to employ instead of the current path. Here, stroke
and fill
are used with a path argument to draw both objects onto the canvas, for case.
function draw ( ) { var sail = certificate. getElementById ( 'canvas' ) ; if (canvas.getContext) { var ctx = canvass. getContext ( '2d' ) ; var rectangle = new Path2D ( ) ; rectangle. rect ( ten , 10 , 50 , 50 ) ; var circumvolve = new Path2D ( ) ; circumvolve. arc ( 100 , 35 , 25 , 0 , 2 * Math. PI ) ; ctx. stroke (rectangle) ; ctx. fill (circle) ; } }
Using SVG paths
Some other powerful feature of the new canvas Path2D
API is using SVG path data to initialize paths on your canvas. This might allow you lot to pass effectually path information and re-use them in both, SVG and sail.
The path volition move to betoken (M10 10
) and so move horizontally 80 points to the right (h 80
), and then 80 points down (v 80
), then fourscore points to the left (h -lxxx
), and so back to the start (z
). Y'all can run into this example on the Path2D
constructor folio.
var p = new Path2D ( 'M10 x h 80 v eighty h -80 Z' ) ;
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Source: https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API/Tutorial/Drawing_shapes
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