My Coded Shapes and Lines

<!DOCTYPE HTML>
<html>
<head>
<script>
window.onload = function() {
var canvas = document.getElementById("myCanvas");
var context = canvas.getContext("2d");

////////////////////////////////////// start below this line ˇˇˇˇˇˇˇˇˇˇ
//Simple line

context.beginPath(); // hey im about to draw something
context.lineWidth = 10; // declare the width in pixels of the line
context.moveTo(200,400); // move to starting coordinates
context.lineTo(700,600); // draw line to following point coordinates
context.lineTo(500,200); // draw line to following point coordinates
context.lineTo(300,400); // draw line to following point coordinates
context.lineTo(100,200); // draw line to following point coordinates
context.lineTo(600,300); // draw line to following point coordinates
context.strokeStyle = "rgb(0,256,0)"; // or "#FF0000" // declare the line color in rgb or hexadecimal values
context.stroke();




//RECTANGLE

context.beginPath(); // hey im about to draw something
context.lineWidth = 10; // declare the width in pixels of the line
context.rect(300, 400, 200, 200); // top left corner x and y coordinates, width and height
context.strokeStyle = "rgb(256,0,0)"; // or "#FF0000" // declare the line color in rgb or hexadecimal values
context.stroke();
// for a square width = height , the width and the height have the same value



//Arc

context.beginPath(); // hey im about to draw something
context.lineWidth = 10; // declare the width in pixels of the line
// x and y coordinates of the tracing circle
var circlecenterX = canvas.width / 2; // x coordinate
var circlecenterY = canvas.height / 2; // y coordinate

// radius of the tracing circle

var radius = 100;

// Math.PI is HALF the circle, 2*Math.PI is the full circle
// use a number between 0 and 2 to declare the starting and ending angle

var startAngle = 1.1 * Math.PI;
var endAngle = 1.9 * Math.PI;

// draw the arc clockwise or counterclockwise

var counterClockwise = true; // if set to true it draws the complimentary arc

// draw the arc
context.strokeStyle = "rgb(256,0,0)"; // or "#FF0000" // declare the line color in rgb or hexadecimal values
context.arc(circlecenterX, circlecenterY, radius, startAngle, endAngle, counterClockwise);
context.stroke();
// for a square width = height , the width and the height have the same value

//Arc

context.beginPath(); // hey im about to draw something
context.lineWidth = 10; // declare the width in pixels of the line
// x and y coordinates of the tracing circle
var circlecenterX = canvas.width / 2; // x coordinate
var circlecenterY = canvas.height / 2; // y coordinate

// radius of the tracing circle

var radius = 100;

// Math.PI is HALF the circle, 2*Math.PI is the full circle
// use a number between 0 and 2 to declare the starting and ending angle

var startAngle = 1.1 * Math.PI;
var endAngle = 1.9 * Math.PI;

// draw the arc clockwise or counterclockwise

var counterClockwise = false; // if set to true it draws the complimentary arc

// draw the arc
context.strokeStyle = "rgb(256,0,0)"; // or "#FF0000" // declare the line color in rgb or hexadecimal values
context.arc(circlecenterX, circlecenterY, radius, startAngle, endAngle, counterClockwise);
context.stroke();
// for a square width = height , the width and the height have the same value

//Full Color

// You need a closed shape in order to fill with a full color

// define the filling color

context.fillStyle = 'rgb(255,25,129)'; // or '#FF0388'

// give the command to fill the SHAPE



//Full circle

// x and y coordinates of the circle
var circlecenterX = canvas.width / 2; // x coordinate
var circlecenterY = canvas.height / 2; // y coordinate

// radius of the circle

var radius = 100;

// Math.PI is HALF the circle, 2*Math.PI is the full circle
// use a number between 0 and 2 to declare the starting and ending angle

var startAngle = 0; // start at the angle 0
var endAngle = 2 * Math.PI; // end at the full angle

// draw the arc clockwise or counterclockwise

var counterClockwise = false; // in this case it doesn't really matter unless you are drawing half a circle

// draw the arc

context.arc(circlecenterX, circlecenterY, radius, startAngle, endAngle, counterClockwise);



//curve

// starting point coordinates
var startX = 0;
var startY = canvas.height/2;

// control point coordinates ( magnet )
var cpointX = canvas.width / 2;
var cpointY = canvas.height / 2 + 200;

// ending point coordinates
var endX = canvas.width;
var endY = canvas.height/2;


context.beginPath();
context.moveTo(startX, startY);
context.quadraticCurveTo(cpointX, cpointY, endX, endY);

context.lineWidth = 5;
context.strokeStyle = "rgb(0,125,255)";
context.stroke();



 //beziar curve
context.moveTo(100, 400);
context.bezierCurveTo(300, 300, 200, 200, 200,300);

context.stroke();


//Radial Gradient - example

context.beginPath(); // hey im about to draw something
context.lineWidth = 10; // declare the width in pixels of the line
// the radial gradient requires a shape, in this case a rectangle that fills the entire canvas
context.rect(0,0, 200., 200.);

// inner circle
var circ1X = 10;
var circ1Y = 10;
var circ1Radius = 100;

// outer circle
var circ2X = 10;
var circ2Y = 10;
var circ2Radius = 200;
// create radial gradient
var grd = context.createRadialGradient(20, 40, 30, 70, 50, 100);
// inner color
grd.addColorStop(0, "rgb(255,0,0)");

// you can add intermediate colors using N greater than 0 and smaller then 1
var N = 0.5;
grd.addColorStop(N, "rgb(0,0,255)");

// outer color
grd.addColorStop(1, "rgb(0,255,0)");

context.fillStyle = grd;
context.fill();

//Repeat loops

for (var i=0; i<canvas.height; i+=20) {

context.beginPath();

context.lineWidth = i/100;

context.strokeStyle = "rgb("+i+",100,200)";

context.moveTo(0, 0);

context.lineTo(canvas.width, i);

context.stroke();

}


////////////////////////////////////// end above this line ˆˆˆˆˆˆˆˆˆˆˆˆˆˆˆ

};

</script>
</head>
<body>
<canvas id="myCanvas" width="800" height="600"></canvas>
</body>
</html>

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