1.矩形:
fillRect(x,y,width,height) :画一个被填满颜色的矩形
strokeRect(x,y,width,height) : 画一个矩形边框
clearRect(x,y,width,height) : 清理出一个矩形区域
三个函数的参数都是表示矩形的左上角位于( x , y ) ,宽为width,高为height.
<!DOCTYPE html>
<html>
<body>
<canvas id="myCanvas" width="300" height="300" style="border:1px solid #d3d3d3;">
Your browser does not support the HTML5 canvas tag.
</canvas>
<script>
var c=document.getElementById("myCanvas"),
ctx=c.getContext("2d");
ctx.fillRect(25,25,100,100);
ctx.clearRect(45,45,60,60);
ctx.strokeRect(50,50,50,50);
</script>
</body>
</html>
2.线段:
ctx.beginPath();
ctx.lineWidth="5";
ctx.strokeStyle="red"; // 红色路径
ctx.moveTo(0,75);
ctx.lineTo(250,75);
ctx.stroke(); // 进行绘制
1.用beginPath创建路径,如:ctx.beginPath();
2.实际绘图。
3. closePath关闭路径。
4.调用 stroke 或 fill 方法把图形绘制到 canvas 上去。stroke 是绘制图形的边框,fill 会用填充出一个实心图形。
注意:当调用
fill 时,开放的路径会自动闭合,而无须调用
closePath 。
例子:
<!DOCTYPE html>
<html>
<body>
<canvas id="myCanvas" width="300" height="300" style="border:1px solid #d3d3d3;">
Your browser does not support the HTML5 canvas tag.
</canvas>
<script>
var c=document.getElementById("myCanvas"),
ctx=c.getContext("2d");
ctx.beginPath();
ctx.arc(75,75,50,0,Math.PI*2,true); // Outer circle
ctx.moveTo(110,75);
ctx.arc(75,75,35,0,Math.PI,false); // Mouth (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); // Right eye
ctx.stroke();
ctx.beginPath();
ctx.moveTo(40,75);
ctx.lineTo(60,65);
ctx.lineTo(90,65);
ctx.moveTo(110,75);
ctx.lineTo(125,75);
ctx.stroke();
</script>
</body>
</html>
3.绘制弧线:
arc(x, y, radius, startAngle, endAngle, anticlockwise):
x,y圆心,radius为半径,startAngle起始弧度,endAngle结束弧度,如anticlockwise为true表示逆时针,反之须时针。
注意:弧度是以弧度为单位而不是以角度为单位。
度和弧度直接的转换可以用这个表达式:var radians = (Math.PI/180)*degrees;。
例子:
<!DOCTYPE html>
<html>
<body>
<canvas id="myCanvas" width="300" height="300" style="border:1px solid #d3d3d3;">
Your browser does not support the HTML5 canvas tag.
< /canvas>
<script>
var c=document.getElementById("myCanvas"),
ctx=c.getContext("2d");
ctx.beginPath();
var x = 150;
var y = 150;
var radius = 100;
var startAngle = Math.PI;
var endAngle = 0.5*Math.PI;
var anticlockwise =false;
ctx.arc(x,y,radius,startAngle,endAngle, anticlockwise);
ctx.stroke();
</script>
</body>
</html>
4.贝塞尔曲线:
quadraticCurveTo(cpX, cpY, x, y):
quadraticCurveTo() 方法为当前的子路径添加一条贝塞尔曲线。这条曲线从当前点开始,到 (x,y) 结束。控制点 (cpX,cpY) 说明了这两个点之间的曲线的形状。
例子:
<!DOCTYPE html>
<html>
<body>
<canvas id="myCanvas" width="300" height="300" style="border:1px solid #d3d3d3;">
Your browser does not support the HTML5 canvas tag.
</canvas>
<script>
var c=document.getElementById("myCanvas"),
ctx=c.getContext("2d");
ctx.beginPath();
ctx.moveTo(75,25);
ctx.quadraticCurveTo(25,25,25,62.5);
ctx.quadraticCurveTo(25,100,50,100);
ctx.quadraticCurveTo(50,120,30,125);
ctx.quadraticCurveTo(60,120,65,100);
ctx.quadraticCurveTo(125,100,125,62.5);
ctx.quadraticCurveTo(125,25,75,25);
ctx.stroke();
</script>
</body>
</html>
bezierCurveTo(cp1x, cp1y, cp2x, cp2y, x, y):
bezierCurveTo() 为一个画布的当前子路径添加一条三次贝塞尔曲线。这条曲线的开始点是画布的当前点,而结束点是 (x, y)。两条贝塞尔曲线控制点 (cpX1, cpY1) 和 (cpX2, cpY2) 定义了曲线的形状。当这个方法返回的时候,当前的位置为 (x, y)。
例子:
<!DOCTYPE html>
<html>
<body>
<canvas id="myCanvas" width="300" height="300" style="border:1px solid #d3d3d3;">
Your browser does not support the HTML5 canvas tag.
</canvas>
<script>
var c=document.getElementById("myCanvas"),
ctx=c.getContext("2d");
ctx.beginPath();
ctx.moveTo(75,40);
ctx.bezierCurveTo(75,37,70,25,50,25);
ctx.bezierCurveTo(20,25,20,62.5,20,62.5);
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.stroke();
</script>
</body>
</html>
5.综合例子:
<!DOCTYPE html>
<html>
<body>
<canvas id="myCanvas" width="300" height="300" style="border:1px solid #d3d3d3;">
Your browser does not support the HTML5 canvas tag.
</canvas>
<script>
var c=document.getElementById("myCanvas"),
ctx=c.getContext("2d");
function draw() {
roundedRect(ctx,12,12,150,150,15);
roundedRect(ctx,19,19,150,150,9);
roundedRect(ctx,53,53,49,33,10);
roundedRect(ctx,53,119,49,16,6);
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.fill();
for(i=0;i<8;i++){
ctx.fillRect(51+i*16,35,4,4);
}
for(i=0;i<6;i++){
ctx.fillRect(115,51+i*16,4,4);
}
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 = "black";
ctx.beginPath();
ctx.arc(101,102,2,0,Math.PI*2,true);
ctx.fill();
ctx.beginPath();
ctx.arc(89,102,2,0,Math.PI*2,true);
ctx.fill();
}
function roundedRect(ctx,x,y,width,height,radius){
ctx.beginPath();
ctx.moveTo(x,y+radius);
ctx.lineTo(x,y+height-radius);
ctx.quadraticCurveTo(x,y+height,x+radius,y+height);
ctx.lineTo(x+width-radius,y+height);
ctx.quadraticCurveTo(x+width,y+height,x+width,y+height-radius);
ctx.lineTo(x+width,y+radius);
ctx.quadraticCurveTo(x+width,y,x+width-radius,y);
ctx.lineTo(x+radius,y);
ctx.quadraticCurveTo(x,y,x,y+radius);
ctx.stroke();
}
draw();
</script>
</body>
</html>
参考于:
https://developer.mozilla.org/zh-CN/docs/Canvas_tutorial