How can I combine (append, if it makes sense, not composite) canvas elements into a single image? Idea is to have something like a flag in vertical position.
Currently I have:
var cHeader = document.getElementById("headerImg");
var ctx = cHeader.getContext("2d");
ctx.fillStyle = "#FF0000";
ctx.fillRect(20, 20, 150, 100);
var cBody = document.getElementById("bodyImg");
var ctx = cBody.getContext("2d");
ctx.fillStyle = "#000000";
ctx.fillRect(20, 20, 150, 100);
var cFooter = document.getElementById("footerImg");
var ctx = cFooter.getContext("2d");
ctx.fillStyle = "#FFFF00";
ctx.fillRect(20, 20, 150, 100);
<canvas id="headerImg"></canvas><br />
<canvas id="bodyImg"></canvas><br />
<canvas id="footerImg"></canvas><br />
Thanks
Related
I'm creating a pixel art app and when I want to save the image from the canvas the image is so small, so it seems pixelated when I want to resize it.
I want to resize it to bigger dimensions, but I don't know how.
This is the code example:
var c = document.getElementById("myCanvas");
var ctx = c.getContext("2d");
ctx.beginPath();
ctx.rect(0, 0, 50, 50);
ctx.fillStyle = 'red';
ctx.fill();
document.write('<img style="width:300px;" src="'+c.toDataURL("image/png")+'"/>');
// This is an image with dimensions 108x108px and it seems very bad when i resize it to 300x300px
// I want to download the canvas image with more resolution
<canvas id="myCanvas" width="108" height="108" style="width: 300px; height:300px;">
</canvas>
you can create a canvas and put the imageData in it.
var c = document.getElementById("myCanvas");
var ctx = c.getContext("2d");
ctx.beginPath();
ctx.rect(0, 0, 25, 25);
ctx.fillStyle = 'red';
ctx.fill();
ctx.beginPath();
ctx.rect(0, 25, 25, 25);
ctx.fillStyle = 'yellow';
ctx.fill();
ctx.beginPath();
ctx.rect(25, 0, 25, 25);
ctx.fillStyle = 'blue';
ctx.fill();
ctx.beginPath();
ctx.rect(25, 25, 25, 25);
ctx.fillStyle = 'green';
ctx.fill();
var c2 = document.createElement("canvas");
c2.width = 50;
c2.height = 50;
var ctx2 = c2.getContext("2d");
var imageData = ctx.getImageData(0, 0, 50, 50);
ctx2.putImageData(imageData, 0, 0);
document.write('<img style="width:300px;" src="' + c2.toDataURL("image/png") + '"/>');
I have a canvas and I want to print words on it in horizontal and vertical orientation. The printing itself works fine but I have a somewhat annoying spacing at the beginning of the words, which becomes extremely visible on the vertical text like the EX on the example image.
I just created a little example which shows what I mean
var c = document.getElementById("myCanvas");
var ctx = c.getContext("2d");
// Create a red line in position 150
ctx.strokeStyle = "red";
ctx.moveTo(150, 20);
ctx.lineTo(150, 170);
ctx.stroke();
ctx.font = "50px Arial";
// Show the different textAlign values
ctx.textAlign = "start";
ctx.fillText("EX", 150, 50);
ctx.textAlign = "end";
ctx.fillText("EX", 150, 100);
ctx.textAlign = "center";
ctx.fillText("EX", 150, 150);
<canvas id="myCanvas" width="300" height="200" style="border:1px solid #d3d3d3;">
Your browser does not support the HTML5 canvas tag.</canvas>
Is there a way to place the beginning of the word at the point I am drawing to or is there a way to calculate the spacing at the beginning and then just subtract it from the starting point of the text?
The TextMetrics interface has actualBoundingBox[...] information that you can use to know by how much the actual bounding box is offset relatively to the textAlign and textBaseline lines.
So adding the measured actualBoundingBoxLeft to your horizontal position when writing LTR text with the "start" text-align will remove this gap.
const c = document.getElementById("myCanvas");
const ctx = c.getContext("2d");
const input = document.querySelector("input");
input.oninput = draw;
draw();
function draw() {
const txt = input.value;
ctx.clearRect(0, 0, c.width, c.height);
ctx.fillStyle = "black";
// Create a red line in position 150
ctx.strokeStyle = "red";
ctx.moveTo(150, 20);
ctx.lineTo(150, 180);
ctx.stroke();
ctx.font = "50px Arial";
ctx.textBaseline = "top"; // needed for the ascent and decsent measurements
// Show the original textAlign
ctx.textAlign = "start";
ctx.fillText(txt, 150, 30);
// fixed
ctx.fillStyle = "green";
const metrics = ctx.measureText(txt);
ctx.fillText(txt, 150 + metrics.actualBoundingBoxLeft, 110);
// Draw the box around our text
ctx.translate( 150, 110 );
const x = 0; // we already did offset by actualBoundingBoxLeft
const y = metrics.actualBoundingBoxAscent * -1;
const width = metrics.actualBoundingBoxRight + metrics.actualBoundingBoxLeft;
const height = metrics.actualBoundingBoxDescent + metrics.actualBoundingBoxAscent;
ctx.strokeRect(x, y, width, height);
ctx.setTransform(1, 0, 0, 1, 0, 0);
}
<input value="Éxy"><br>
<canvas id="myCanvas" width="300" height="200" style="border:1px solid #d3d3d3;"></canvas>
I am trying to create below canvas.
Image
my code is below. but I am having trouble to make the canvas look the like the screenshot above. can anyone help me then?
thanks though
<html>
<canvas id="gameCanvas" width="800" height="600"></canvas>
<script>
var canvas;
var canvasContext;
window.onload = function() {
canvas = document.getElementById('gameCanvas');
canvasContext = canvas.getContext('2d');
canvasContext.fillStyle = 'blue';
canvasContext.fillRect(0,0,canvas.width,canvas.height);
canvasContext.fillStyle = 'grey';
canvasContext.fillRect(355,350,120,90);
canvasContext.fillStyle = 'grey';
canvasContext.fillRect(190,350,120,90);
canvasContext.fillStyle = 'grey';
canvasContext.fillRect(520,350,120,90);
canvasContext.fillStyle = 'grey';
canvasContext.fillRect(355,200,120,90);
canvasContext.fillStyle = 'grey';
canvasContext.fillRect(190,200,120,90);
canvasContext.fillStyle = 'grey';
canvasContext.fillRect(520,200,120,90);
}
</script>
</html>
.fillRect creates a filled region of color. However, .rect creates a "shape" that you can then use the .fill() and .stroke() methods upon.
In the below example if converted creation into a loop for brevity
var canvas;
var canvasContext;
window.onload = function() {
canvas = document.getElementById('gameCanvas');
canvasContext = canvas.getContext('2d');
canvasContext.fillStyle = 'blue';
canvasContext.fillRect(0,0,canvas.width,canvas.height);
var height = 90;
var width = 120;
var leftOffset = 190;
var topOffset = 200;
for(var x = 0; x < 6; x++){
canvasContext.beginPath();
canvasContext.rect(leftOffset,topOffset,width,height);
canvasContext.fillStyle = 'grey';
canvasContext.fill();
canvasContext.lineWidth = 4;
canvasContext.strokeStyle = 'lightblue';
canvasContext.stroke();
leftOffset += 165;
if(x === 2){
leftOffset = 190;
topOffset = 350;
}
}
}
JSFIDDLE
This tutorial on HTML5 Canvas rectangles is very handy
To add the text, you would append the following after (or before) the rect creating loop
canvasContext.beginPath();
canvasContext.font = '20pt Arial';
canvasContext.textAlign = 'center';
canvasContext.fillStyle = 'white';
canvasContext.shadowColor = 'black';
canvasContext.shadowOffsetX = 4;
canvasContext.shadowOffsetY = 4;
canvasContext.fillText('CHOOSE A SCENE TO COLOR', canvas.width/2,55);
UPDATED FIDDLE
Tutorials for text align, text shadow, and text.
Try something like this, use a function to draw a rectangle with exactly the border you want. The trick is to use .rect instead of fillRect so that you can use .stroke() immediately after.
<html>
<canvas id="gameCanvas" width="800" height="600"></canvas>
<script>
function draw_bordered_rect(context, x, y, w, h) {
context.rect(x, y, w, h);
context.fillStyle = "grey";
context.fill();
context.lineWidth = 3;
context.strokeStyle = "lightblue";
context.stroke();
}
window.onload = function() {
canvas = document.getElementById('gameCanvas');
canvasContext = canvas.getContext('2d');
canvasContext.fillStyle = 'blue';
canvasContext.fillRect(0, 0, canvas.width, canvas.height);
canvasContext.font = '25pt Arial';
canvasContext.textAlign = 'center';
//drop shadow 2px to the left and 2px below the white text
canvasContext.fillStyle = "black";
canvasContext.fillText('CHOOSE A SCENE TO COLOR', canvas.width/2-2, 82);
//actual text ontop of the drop shadow text
canvasContext.fillStyle = 'white';
canvasContext.fillText('CHOOSE A SCENE TO COLOR', canvas.width/2, 80);
draw_bordered_rect(canvasContext, 355, 350, 120, 90);
draw_bordered_rect(canvasContext, 190, 350, 120, 90);
draw_bordered_rect(canvasContext, 520, 350, 120, 90);
draw_bordered_rect(canvasContext, 355, 200, 120, 90);
draw_bordered_rect(canvasContext, 190, 200, 120, 90);
draw_bordered_rect(canvasContext, 520, 200, 120, 90);
}
</script>
</html>
Looks like:
I have some code to design canvas box in HTML5. I think you should try this one, I hope it will help you to design your canvas box. I think you should use JavaScript mehtod context.fillRect as i am giving you Js Fidler Lind here
HTML Code
<canvas id="myCanvas" width="500" height="400">
<!-- Insert fallback content here -->
</canvas>
JavaScript Code
var canvas = $("#myCanvas");
var context = canvas.get(0).getContext("2d");
// Set rectangle and corner values
var rectX = 50;
var rectY = 50;
var rectWidth = 100;
var rectHeight = 100;
var cornerRadius = 20;
// Reference rectangle without rounding, for size comparison
context.fillRect(200, 50, rectWidth, rectHeight);
// Set faux rounded corners
context.lineJoin = "round";
context.lineWidth = cornerRadius;
// Change origin and dimensions to match true size (a stroke makes the shape a bit larger)
context.strokeRect(rectX+(cornerRadius/2), rectY+(cornerRadius/2), rectWidth-cornerRadius, rectHeight-cornerRadius);
context.fillRect(rectX+(cornerRadius/2), rectY+(cornerRadius/2), rectWidth-cornerRadius, rectHeight-cornerRadius);
// You can do the same thing with paths, like this triangle
// Remember that a stroke will make the shape a bit larger so you'll need to fiddle with the
// coordinates to get the correct dimensions.
context.beginPath();
context.moveTo(400, 60);
context.lineTo(440, 140);
context.lineTo(360, 140);
context.closePath();
context.stroke();
context.fill();
This javascript code will design canvas box just like below g]iven image
I've a <canvas> with an image already loaded and all the graphics coordinates needed for a crop (x, y, w, h) in an array.
What I'm trying to do is to crop the canvas directly, without a temporary other canvas to copy to/from (as suggested in other SO answers).
My idea is to:
1) Draw the selected area on the top-left corner of the canvas
2) Shrink the canvas size to the area
$('#edit').on("click", function() {
var img = $('#canvas');
var c = img[0];
var ctx = c.getContext("2d");
//var imageData = ctx.getImageData(0, 0, 100, 100);
ctx.drawImage(c, 0, 0, 100, 100, 0, 0, 100, 100);
c.width = 100;
c.height = 100;
});
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
ctx.fillStyle = "green";
ctx.fillRect(0, 0, 350, 350);
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<canvas id="canvas" width="350" height="350"></canvas>
<input id="edit" type="button" value="Edit" />
Seems easy to me, but I'm missing something: when I execute, I get nothing https://jsfiddle.net/qg0znpu7/
What's wrong with my code? how can I fix it to obtain an in-place canvas crop?
Changing the width or height of a canvas will clear it. For that reason you will have to copy the data first.
You can use putImageData() for that:
$('#edit').on("click", function() {
var c = $('#canvas')[0];
var ctx = c.getContext("2d");
var imageData = ctx.getImageData(0, 0, 100, 100);
c.width = 100;
c.height = 100;
ctx.putImageData(imageData, 0, 0);
});
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
ctx.fillStyle = "green";
ctx.fillRect(0, 0, 350, 350);
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.1/jquery.min.js"></script>
<canvas id="canvas" width="350" height="350"></canvas>
<input id="edit" type="button" value="Edit" />
I'm making a game with javascript canvas. I'm drawing all the game elements, like the player, blocks and lines, but I don't want you to see all that. Instead want the whole screen to be black, expect for in some places where there is lightsources. I don't need any shadows, just a circle on the screen that is lit up with a radial gradient. I am able to achieve this for one lightsource by adding a transparent gradient after I have drawn everything else, like this: (imagine the red rectangle to be all the things in the game)
//Drawing all the game elements
ctx.fillStyle = "red";
ctx.fillRect(100, 100, 400, 300);
//adding the darkness and the lightsources
var grd = ctx.createRadialGradient(150, 100, 5, 150, 100, 100);
grd.addColorStop(0, "transparent");
grd.addColorStop(1, "black");
ctx.fillStyle = grd; ctx.fillRect(0, 0, 600, 400);
JSFiddle
But how can I achieve this with multiple lightsources? The technique showed won't work.
I have tried using the Illuminated.js api, but that was incredibly slow, and I don't need anything of the shadows and all that fancy stuff, just a circle where you can see the game.
Here's an example of my approach - create black&white mask and multiply the base with it:
var c = document.getElementById("myCanvas");
var ctx = c.getContext("2d");
//Drawing all the game elements
ctx.fillStyle = "red";
ctx.fillRect(100, 100, 400, 300);
//adding the darkness and the lightsources
function addlight(ctx, x, y) {
var grd = ctx.createRadialGradient(x, y, 10, x, y, 150);
grd.addColorStop(0, "white");
grd.addColorStop(1, "transparent");
ctx.fillStyle = grd;
ctx.fillRect(0, 0, 600, 400);
}
var buffer = document.createElement('canvas');
buffer.width = 600;
buffer.height = 400;
b_ctx = buffer.getContext('2d');
b_ctx.fillStyle = "black";
b_ctx.fillRect(0, 0, 600, 400);
addlight(b_ctx, 150, 100);
addlight(b_ctx, 350, 200);
addlight(b_ctx, 450, 250);
ctx.globalCompositeOperation = "multiply";
ctx.drawImage(buffer, 0, 0);
<canvas id="myCanvas" width="600" height="400" style="border:1px solid #d3d3d3;">