You are previewing HTML5 Canvas.

HTML5 Canvas

Cover of HTML5 Canvas by Steve Fulton... Published by O'Reilly Media, Inc.
  1. HTML5 Canvas
    1. SPECIAL OFFER: Upgrade this ebook with O’Reilly
    2. A Note Regarding Supplemental Files
    3. Preface
      1. Running the Examples in the Book
      2. What You Need to Know
      3. How This Book Is Organized
      4. Conventions Used in This Book
      5. Using Code Examples
      6. We’d Like to Hear from You
      7. Safari® Books Online
      8. Acknowledgments
    4. 1. Introduction to HTML5 Canvas
      1. The Basic HTML Page
      2. Basic HTML We Will Use in This Book
      3. The Document Object Model (DOM) and Canvas
      4. JavaScript and Canvas
      5. HTML5 Canvas “Hello World!”
      6. Debugging with Console.log
      7. The 2D Context and the Current State
      8. The HTML5 Canvas Object
      9. Another Example: Guess The Letter
      10. What’s Next
    5. 2. Drawing on the Canvas
      1. The Basic File Setup for This Chapter
      2. The Basic Rectangle Shape
      3. The Canvas State
      4. Using Paths to Create Lines
      5. Advanced Path Methods
      6. Compositing on the Canvas
      7. Simple Canvas Transformations
      8. Filling Objects with Colors and Gradients
      9. Filling Shapes with Patterns
      10. Creating Shadows on Canvas Shapes
      11. What’s Next
    6. 3. The HTML5 Canvas Text API
      1. Displaying Basic Text
      2. Setting the Text Font
      3. Text and the Canvas Context
      4. Text with Gradients and Patterns
      5. Width, Height, Scale, and toDataURL() Revisited
      6. Final Version of Text Arranger
      7. What’s Next
    7. 4. Images on the Canvas
      1. The Basic File Setup for This Chapter
      2. Image Basics
      3. Simple Cell-Based Sprite Animation
      4. Advanced Cell-Based Animation
      5. Applying Rotation Transformations to an Image
      6. Creating a Grid of Tiles
      7. Zooming and Panning an Image
      8. Pixel Manipulation
      9. Copying from One Canvas to Another
      10. What’s Next
    8. 5. Math, Physics, and Animation
      1. Moving in a Straight Line
      2. Bouncing Off Walls
      3. Curve and Circular Movement
      4. Simple Gravity, Elasticity, and Friction
      5. Easing
      6. What’s Next?
    9. 6. Mixing HTML5 Video and Canvas
      1. HTML5 Video Support
      2. Converting Video Formats
      3. Basic HTML5 Video Implementation
      4. Preloading Video in JavaScript
      5. Video and the Canvas
      6. Video on the Canvas Examples
      7. Animation Revisited: Moving Videos
      8. What’s Next?
    10. 7. Working with Audio
      1. The Basic <audio> Tag
      2. Audio Formats
      3. Audio Tag Properties, Functions, and Events
      4. Playing a Sound with No Audio Tag
      5. Creating a Canvas Audio Player
      6. Case Study in Audio: Space Raiders Game
      7. What’s Next
    11. 8. Canvas Game Essentials
      1. Why Games in HTML5?
      2. Our Basic Game HTML5 File
      3. Our Game’s Design
      4. Game Graphics: Drawing with Paths
      5. Animating on the Canvas
      6. Applying Transformations to Game Graphics
      7. Game Graphic Transformations
      8. Game Object Physics and Animation
      9. A Basic Game Framework
      10. Putting It All Together
      11. The player Object
      12. Geo Blaster Game Algorithms
      13. The Geo Blaster Basic Full Source
      14. Rock Object Prototype
      15. What’s Next
    12. 9. Combining Bitmaps and Sound
      1. Geo Blaster Extended
      2. Creating a Dynamic Tile Sheet at Runtime
      3. A Simple Tile-Based Game
      4. What’s Next
    13. 10. Mobilizing Games with PhoneGap
      1. Going Mobile!
      2. Creating the iOS Application with PhoneGap
      3. Beyond the Canvas
      4. What’s Next
    14. 11. Further Explorations
      1. 3D with WebGL
      2. Multiplayer Applications with ElectroServer 5
      3. Conclusion
    15. Index
    16. About the Authors
    17. Colophon
    18. SPECIAL OFFER: Upgrade this ebook with O’Reilly
O'Reilly logo

Using Paths to Create Lines

Paths are a method we can use to draw any shape on the canvas. A path is simply a list of points, and lines to be drawn between those points. A Canvas context can only have a single “current” path, which is not stored as part of the current drawing state when the method is called.

Context for paths is a critical concept to understand, because it will enable you to transform only the current path on the canvas.

Starting and Ending a Path

The beginPath() function call starts a path, and the closePath() function call ends the path. When you connect two points inside a path, it is referred to as a subpath. A subpath is considered “closed” if the final point connects to the first point.


The current transformation matrix will affect everything drawn in this path. As we will see when we explore the upcoming section on transformations, we will always want to set the transformation matrix to the identity (or reset) if we do not want any transformation applied to a path.

The Actual Drawing

The most basic path is controlled by a series of moveTo() and lineTo() commands, as shown in Example 2-2.

Example 2-2. A simple line path

function drawScreen() {
   context.strokeStyle  = "black"; //need list of available colors
   context.lineWidth  = 10;
   context.lineCap  = 'square';
   context.moveTo(20, 0);
   context.lineTo(100, 0);


Figure 2-2 shows an example of this output.

A simple line path

Figure 2-2. A simple line path

Example 2-2 simply draws a 10-pixel-wide horizontal line (or stroke) from position 20,0 to position 100,0.

We have also added the lineCap and strokeStyle attributes. Let’s take a brief look at the various attributes we can apply to a line before we move on to some more advanced drawing.

lineCap attributes


The lineCap is the end of a line drawn on the context. It can be one of three values:


The default; a flat edge that is perpendicular to the edge of the line.


A semicircle that will have a diameter that is the length of the line.


A rectangle with the length of the line width and the width of half the line width placed flat perpendicular to the edge of the line.

lineJoin attributes


The lineJoin is the “corner” that is created when two lines meet. This is called a join. A filled triangle is created at the join, and we can set its basic properties with the lineJoin Canvas attribute.


The default; an edge is drawn at the join. The miterLimit is the maximum allowed ratio of miter length to line width (the default is 10).


A diagonal edge is drawn at the join.


A round edge is drawn at the join.


The lineWidth (default = 1.0) depicts the thickness of the line.


The strokeStyle defines the color or style that will be used for lines and around shapes (as we saw with the simple rectangles in Example 2-2).

Examples of More Advanced Line Drawing

Example 2-3 shows these attributes in action; the results are depicted in Figure 2-3. There are a few oddities when drawing lines on the canvas, which we will point out along the way.

Example 2-3. Line cap and join

function drawScreen() {

      // Sample 1: round end, bevel join, at top left of canvas
      context.strokeStyle  = "black"; //need list of available colors
      context.lineWidth  = 10;
      context.lineJoin  = 'bevel';
      context.lineCap  = 'round';
      context.moveTo(0, 0);
      context.lineTo(25, 0);

      // Sample 2: round end, bevel join, not at top or left of canvas
      context.moveTo(10, 50);
      context.lineTo(35, 50);

      // Sample 3: flat end, round join, not at top or left of canvas
      context.lineJoin  = 'round';
      context.lineCap = 'butt';
      context.moveTo(10, 100);
      context.lineTo(35, 100);

Line cap and join

Figure 2-3. Line cap and join

These three line and join samples should help illustrate some of the combinations of attributes we can use to draw paths on the canvas.

The first sample attempts to draw starting at the top left of the canvas, resulting in a strange image. Canvas paths are drawn outward in both the x and y directions from the center of the pixel it begins on. For this reason, the top line in Sample 1 seems to be thinner than the 10 pixels we specified. In addition, the “round” end of the top-left horizontal line segment cannot be seen because both of these were drawn off the screen in the “negative” value areas of the screen coordinates. Furthermore, the diagonal “bevel” at the lineJoin is not drawn.

Sample 2 rectifies the problems in Sample 1 by offsetting the beginning of the drawing away from the top left. This allows the entire horizontal line to be drawn, as well as the “round” lineCap and the “bevel” lineJoin.

Sample 3 shows us eliminating the extra lineCap in favor of the default “butt,” and changing the lineJoin to “round.”

The best content for your career. Discover unlimited learning on demand for around $1/day.