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In this lesson, you'll learn about the <canvas>
element, which enables you to draw graphics on the fly using scripting (typically JavaScript). While a basic understanding of JavaScript can help you fully grasp how to control the canvas, we'll provide a simple example suitable for beginners.
The <canvas>
element is a container for graphics. You can draw shapes, text, images, and animations within this element using JavaScript. The canvas itself is simply a drawing surface; it does not provide drawing capabilities on its own.
Basic Syntax:
<canvas id="myCanvas" width="300" height="150"> Your browser does not support the HTML5 canvas tag. </canvas>
id
Attribute: Used to reference the canvas in JavaScript.width
and height
Attributes: Define the dimensions of the canvas.Below is a simple example that draws a rectangle on the canvas.
Explanation:
Canvas Element:
The <canvas>
element with id="myCanvas"
creates a 300x150 pixel drawing area.
JavaScript Section:
document.getElementById("myCanvas")
: Retrieves the canvas element.canvas.getContext("2d")
: Gets the 2D drawing context, which is used to draw shapes.ctx.fillStyle
and ctx.fillRect(...)
: Set the fill color and draw a filled rectangle.ctx.strokeStyle
, ctx.lineWidth
, and ctx.strokeRect(...)
: Set the border color and width, then draw a border around the rectangle.The <canvas>
element is a powerful feature of HTML5, opening up many possibilities for dynamic graphics and animations. As you advance, you can explore more complex drawings and interactive animations using JavaScript with the canvas.
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