The canvas element
The canvas
element is the html
tag where all the fun begins! You simply add
this tag to your page and then you can get a reference
to it, get the 2D context and then start using the api
to draw on the canvas
.
You can add the tag to your page like this:
<!-- These are the default width and height settings -->
<canvas id="cvs" width="300" height="150">[No canvas support]</canvas>
And then you can get a reference to it like this:
<script> window.onload = function () { // Get a reference to the HTML tag as with any other HTML element var canvas = document.getElementById('cvs'); // Get a reference to the canvas tag 2D drawing context. This is where all the drawing commands and // settings are var context = canvas.getContext('2d'); } </script>
The getContext
function returns you the 2D context - this is the object on
which all the functions and properties are located.
There is a WebGL
context for 3D drawing - but that's beyond the scope of
this reference (and also significantly more
complicated to use!).
Setting the canvas width and height
To set the canvas
width
and height
you must use the html
width
and height
attributes. You can use css
if you wish but if you do
then the canvas
will be scaled up from the html
dimensions to fit the
css
dimensions - so your canvas
will look blocky
and blurry.