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Table of Contents
1. Setting up the Canvas Element
2. Accessing the Canvas Context
3. Drawing Basic Shapes
4. Drawing Paths and Lines
5. Adding Text and Styles
6. Working with Images
Home Web Front-end H5 Tutorial How to use the HTML5 canvas element

How to use the HTML5 canvas element

Oct 15, 2025 am 06:14 AM

The answer is that HTML5 Canvas implements graphics drawing through JavaScript. First, set the canvas element and specify the width and height, then use JavaScript to obtain the 2D rendering context, then call fillRect, strokeRect and other methods to draw the shape, use beginPath, moveTo, lineTo to build the path, add text through fillText and strokeText, and finally use drawImage to draw the image, realizing dynamic graphics processing without plug-ins in the browser.

How to use the HTML5 canvas element

The HTML5 element is a container for drawing graphics via JavaScript. It's commonly used for rendering graphs, game graphics, animations, and image manipulations directly in the browser without needing external plugins.

1. Setting up the Canvas Element

Start by adding the tag in your HTML file. Assign it an id so you can reference it in JavaScript, and set its width and height attributes to define its size.

If you don't specify width and height, the canvas defaults to 300px wide and 150px high.

2. Accessing the Canvas Context

To draw on the canvas, you need a rendering context . Most commonly, this is the 2D context. Use JavaScript to get the context via getContext('2d') .

const canvas = document.getElementById('myCanvas');
const ctx = canvas.getContext('2d');

The ctx object contains all the drawing methods and properties you'll use.

3. Drawing Basic Shapes

You can draw rectangles, lines, circles, and more using built-in methods.

  • Rectangles: Use fillRect(x, y, width, height) to draw a filled rectangle.
  • Stroked shapes: Use strokeRect() for an outlined rectangle.
  • Clear area: clearRect(x, y, width, height) erases a portion of the canvas.
ctx.fillStyle = 'blue';
ctx.fillRect(10, 10, 100, 50);

4. Drawing Paths and Lines

For custom shapes, use paths. Begin with beginPath() , then move to a starting point with moveTo() , draw lines with lineTo() , and close the path with closePath() .

ctx.beginPath();
ctx.moveTo(50, 50);
ctx.lineTo(100, 100);
ctx.stroke();

Use stroke() to outline the path or fill() to color the enclosed area.

5. Adding Text and Styles

You can draw text using fillText(text, x, y) or strokeText() for outlined text.

ctx.font = '20px Arial';
ctx.fillText('Hello Canvas', 50, 50);

Change colors with fillStyle and strokeStyle , and line styles with lineWidth , lineCap , etc.

6. Working with Images

To draw an image, create an Image object and use drawImage() once it's loaded.

const img = new Image();
img.onload = function() {
ctx.drawImage(img, 0, 0);
};
img.src = 'image.png';
Basically, the canvas gives you pixel-level control through JavaScript. Start simple—draw shapes and text—then explore gradients, transformations, and animations as you get comfortable.

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