I was trying to do an Olympic type flag, purely as a way of learning how to draw in JavaScript. This should draw two circles - one blue, one black... Here is the code (which I apologise for, been moving things between the two functions - Not sure how to refer to the context non-explicitly):
function drawCircle(ctx,x,y,radius, color){
var startAngle = 0;
var endAngle = (Math.PI*2);
var clockwise = true;
ctx.fillStyle = color;
ctx.arc(x,y,radius,startAngle,endAngle, clockwise);
ctx.fill();
ctx.closePath;
}
function drawCircles(){
var canvas = document.getElementById('myCanvasArea');
var ctx = canvas.getContext('2d');
if (canvas.getContext){
drawCircle(ctx,50,25,25, 'blue');
drawCircle(ctx,100,25,25, 'black');
}
}
I get two black circles. I presume I'm not differentiating between the two shapes, therefore the properties of the 2nd are applied to the 1st.
How do I make that distinction? I was thinking of making clicking each one raise an action. Am I going about this incorrectly from the start?
The fill() method fills the current drawing (path). The default color is black. Tip: Use the fillStyle property to fill with another color/gradient.
In a sense, you can't really "change" the color of an element on the canvas because it has no scene graph, or, in other words, it has no history of what has been drawn on the canvas. To change the color of a line, you would have to redraw the line. ctx. moveTo(0, 0); ctx.
The addColorStop() method specifies the colors and position in a gradient object. The addColorStop() method is used together with createLinearGradient() or createRadialGradient().
The HTML <canvas> element is used to draw graphics, on the fly, via scripting (usually JavaScript). The <canvas> element is only a container for graphics. You must use a script to actually draw the graphics. Canvas has several methods for drawing paths, boxes, circles, text, and adding images.
It's because you are never calling beginPath()
!
function drawCircle(ctx,x,y,radius, color){
var startAngle = 0;
var endAngle = (Math.PI*2);
var clockwise = true;
ctx.fillStyle = color;
ctx.beginPath(); // <-- Need me!!
ctx.arc(x,y,radius,startAngle,endAngle, clockwise);
ctx.fill();
ctx.closePath;
}
Since you don't call beginPath, you are drawing one blue circle, then you are continuing a path that now has two circles (the old one and the new one), and drawing that path (and thus both circles) black!
Instead you want to draw one blue circle, fill it blue, begin a new path, and draw that one black.
Live code:
http://jsfiddle.net/5PDUb/1/
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