Book Image

HTML5 Canvas Cookbook

By : Eric Rowell
Book Image

HTML5 Canvas Cookbook

By: Eric Rowell

Overview of this book

The HTML5 canvas is revolutionizing graphics and visualizations on the Web. Powered by JavaScript, the HTML5 Canvas API enables web developers to create visualizations and animations right in the browser without Flash. Although the HTML5 Canvas is quickly becoming the standard for online graphics and interactivity, many developers fail to exercise all of the features that this powerful technology has to offer.The HTML5 Canvas Cookbook begins by covering the basics of the HTML5 Canvas API and then progresses by providing advanced techniques for handling features not directly supported by the API such as animation and canvas interactivity. It winds up by providing detailed templates for a few of the most common HTML5 canvas applications—data visualization, game development, and 3D modeling. It will acquaint you with interesting topics such as fractals, animation, physics, color models, and matrix mathematics. By the end of this book, you will have a solid understanding of the HTML5 Canvas API and a toolbox of techniques for creating any type of HTML5 Canvas application, limited only by the extent of your imagination.
Table of Contents (19 chapters)
HTML5 Canvas Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Canvas Security
Index

Drawing an image


Let's jump right in by drawing a simple image. In this recipe, we'll learn how to load an image and draw it somewhere on the canvas.

Follow these steps to draw an image in the center of the canvas:

How to do it...

  1. Define the canvas context:

    window.onload = function(){
        var canvas = document.getElementById("myCanvas");
        var context = canvas.getContext("2d");
  2. Create an image object, set the onload property to a function that draws the image, and then set the source of the image:

        var imageObj = new Image();
        imageObj.onload = function(){
            var destX = canvas.width / 2 - this.width / 2;
            var destY = canvas.height / 2 - this.height / 2;
            
            context.drawImage(this, destX, destY);
        };
        imageObj.src = "jet_300x214.jpg";
    };
  3. Embed the canvas tag inside the body of the HTML document:

    <canvas id="myCanvas" width="600" height="250" style="border:1px solid black;">
    </canvas>

How it works...

To draw an image, we first need to create an image...