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Setting and using colors and styles

From: HTML5: Graphics and Animation with Canvas

Video: Setting and using colors and styles

One of the most basic things that you need to set when you're going to draw on the canvas is usually involving some kind of color and style, and the canvas 2D drawing context provides some global properties that affect how objects are stroked and filled. And there are three properties. The first is the fillStyle. That's the style to use when filling a shape. And you can set this to anything that you would normally set a CSS color property to. So, for example, you can use a CSS color or a gradient or a pattern, and this defaults to black if you don't set it.

Setting and using colors and styles

One of the most basic things that you need to set when you're going to draw on the canvas is usually involving some kind of color and style, and the canvas 2D drawing context provides some global properties that affect how objects are stroked and filled. And there are three properties. The first is the fillStyle. That's the style to use when filling a shape. And you can set this to anything that you would normally set a CSS color property to. So, for example, you can use a CSS color or a gradient or a pattern, and this defaults to black if you don't set it.

We'll take a look at gradients and patterns later. We'll focus on colors for now. In addition to the fillStyle, there is a strokeStyle. And again this is the same idea. You can set this to a color or gradient or a pattern, and also defaults to black, and this is the color or style that's you used when strokes are drawn, usually lines or outlines on objects that have an area. And then there is the lineWidth property, and this is the width of the imaginary pen that the canvas uses when it's drawing lines. And that defaults to a width of one, but you can set to anything.

There is two-step process involved to draw with colors and styles. Step one is you set the fill and stroke styles and the line width to whatever values you want, and then you call a drawing operation that creates some shape, or does some kind of drawing thing. So let's take a look at that in code and see how it works. Okay, so here I am in my editor, and I'm going to start off with my example colors_start.htm file. If we look at this in the browser really quick, you can see here is our canvas, and I've outlined it so we can see it.

So, let's go back now to the code. Now in my Snippets under the Color section, I'm going to first copy these two lines and paste them into here. So we go through all the operations to get our drawing context to make sure that we have a valid canvas and everything, and then I set the fillStyle to be green. And then I call an operation called fillRect and that's going to fill the rectangle with this color. So let's go back to the browser and refresh, and you can see that, sure enough, a green rectangle shows up on the canvas.

Now let's use the strokestyle, so back in my Snippets, I'm going to copy the next three lines, copy, back to the code, and we'll paste those in here. So in this example, now I'm setting the lineWidth to be five and in the strokeStyle I'm going to use the CSS style declaration of RGB and Alpha. And I'm going to set the color to be 100% opacity of blue. And this time I'm going to use the strokeRect function, and this will actually fill the rectangle.

This has put a line around the edge. So we save. When we go back to the browser, we refresh, and now you can see that we have a green rectangle with a blue outline around it. So what we've done here is demonstrate some basic drawing operations on how to set the filling and stroking style, along with the width of the pen, to affect how things are drawn onto the canvas, And these kinds of properties will affect lots of different things that you draw on the canvas, so this is a pretty basic thing to learn how to do.

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This video is part of

Image for HTML5: Graphics and Animation with Canvas
HTML5: Graphics and Animation with Canvas

37 video lessons · 18437 viewers

Joe Marini
Author

 
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  1. 4m 54s
    1. Welcome
      1m 3s
    2. Using the exercise files
      2m 3s
    3. Using the HTML5 Canvas element in the real world
      1m 48s
  2. 10m 31s
    1. Real-world example: CanvasMol
      2m 9s
    2. Real-world example: Raphaël-JavaScript Library
      1m 47s
    3. Real-world example: The Wilderness Downtown
      4m 1s
    4. Real-world example: Sketchpad
      1m 10s
    5. Real-world example: Pirates Love Daisies
      1m 24s
  3. 3m 28s
    1. Installing the tools
      1m 29s
    2. Exploring the Canvas examples used in this course
      1m 59s
  4. 8m 58s
    1. Introducing the Canvas tag
      6m 30s
    2. Understanding the differences between Canvas and SVG
      2m 28s
  5. 5m 36s
    1. Identifying the Canvas element's methods and properties
      1m 40s
    2. Using the Canvas drawing context
      3m 56s
  6. 43m 14s
    1. Setting and using colors and styles
      3m 19s
    2. Drawing basic shapes: Rectangles and lines
      10m 21s
    3. Understanding the Canvas state
      5m 15s
    4. Drawing complex shapes: Arcs and paths
      9m 15s
    5. Drawing complex shapes: Bézier and quadratic curves
      5m 46s
    6. Rendering text
      9m 18s
  7. 32m 35s
    1. Creating shadows
      6m 41s
    2. Drawing with patterns
      7m 20s
    3. Drawing with gradients
      6m 18s
    4. Using clipping paths
      4m 46s
    5. Drawing images and video
      7m 30s
  8. 35m 42s
    1. Transforming objects using the translate tag
      4m 18s
    2. Scaling objects with the scale transformation
      4m 7s
    3. Rotating objects with the rotate transformation
      4m 33s
    4. Applying a custom transformation
      6m 58s
    5. Compositing in Canvas using globalAlpha
      6m 36s
    6. Manipulating raw pixels
      9m 10s
  9. 41m 23s
    1. Building an image slideshow control
      4m 24s
    2. Using smooth transitions in a slideshow
      4m 28s
    3. Creating a basic animation
      5m 42s
    4. Creating animation with double buffering
      13m 13s
    5. Incorporating Canvas into a real page
      13m 36s
  10. 48s
    1. Goodbye
      48s

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