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Table of Contents
Preparation: Get the context and set the basics
How to draw basic graphics
Key Tips for Creating Simple Animation
Basic processing of images and interactions
Home Web Front-end HTML Tutorial Drawing Graphics and Animations Using the HTML canvas Element

Drawing Graphics and Animations Using the HTML canvas Element

Jul 16, 2025 am 03:49 AM
Drawing

HTML5 Canvas is a powerful drawing tool that requires JavaScript to implement graphics drawing and animation. 1. Before using, you need to get the canvas element and call getContext('2d') to get the 2D context; 2. Set the width and height attributes of canvas to avoid blur; 3. You can use fillRect and strokeRect to draw rectangles, or use beginPath, moveTo, lineTo and other methods to draw complex path graphics such as triangles; 4. The animation implementation depends on the clear-repaint loop, and the frame rate is commonly used to control the requestAnimationFrame; 5. The drawImage method can draw images, and interactive logic such as click detection can be achieved by listening to mouse events. Canvas is flexible and efficient for gaming and visualization projects.

Drawing Graphics and Animations Using the HTML canvas Element

The Canvas element is a powerful tool provided by HTML5 that can be used to draw graphics and animations. It itself is a blank rectangular area without built-in drawing functionality, but with JavaScript, we can freely draw shapes, text, images and create dynamic animations on this canvas.

Drawing Graphics and Animations Using the HTML canvas Element

Preparation: Get the context and set the basics

Before using Canvas, you must first get the canvas element through the DOM, and then call getContext() method to get the drawing context. Most of the time we use 2D context, which is the main way to deal with flat graphics and animations.

Drawing Graphics and Animations Using the HTML canvas Element
 const canvas = document.getElementById('myCanvas');
const ctx = canvas.getContext('2d');

Make sure that the width and height attribute is set for canvas in HTML, otherwise blur or stretching may occur. By default, the size of canvas is 300x150 pixels, which we usually need to adjust according to our needs:

 <canvas id="myCanvas" width="800" height="600"></canvas>

How to draw basic graphics

Canvas provides some simple APIs to draw basic graphics such as rectangles, paths (lines), circles, etc. For example, drawing a fill rectangle is very simple:

Drawing Graphics and Animations Using the HTML canvas Element
 ctx.fillStyle = &#39;blue&#39;;
ctx.fillRect(50, 50, 200, 100);

This code draws a blue rectangle 200 wide and 100 high at (50,50). If you want to draw borders instead of fill, you can use strokeRect .

For more complex shapes, such as triangles or polygons, the path method is required:

  • Start a new path using beginPath()
  • Use moveTo() and lineTo() to define points
  • Finally, closePath() is used to closePath() and render with fill() or stroke()

For example:

 ctx.beginPath();
ctx.moveTo(100, 100);
ctx.lineTo(150, 50);
ctx.lineTo(200, 100);
ctx.closePath();
ctx.fill();

This draws a triangle.

Key Tips for Creating Simple Animation

To implement animation on Canvas, the core idea is to "constantly repaint the canvas." Usually we will combine requestAnimationFrame() method to achieve smooth animation effects.

The basic process is as follows:

  • Clear the current canvas content
  • Update the location or other status of the graph
  • Re-draw the graphics

For example, move a circle from left to right:

 let x = 0;

function animate() {
  ctx.clearRect(0, 0, canvas.width, canvas.height); // Clear the canvas ctx.beginPath();
  ctx.arc(x, 100, 30, 0, Math.PI * 2);
  ctx.fillStyle = &#39;red&#39;;
  ctx.fill();
  x = 2;
  requestAnimationFrame(animate);
}

animate();

In this example, we clear the canvas every frame, then repaint the circle and let it move a little to the right at a time. requestAnimationFrame will automatically optimize the animation rhythm according to the browser refresh rate.

A few points to note:

  • The animation speed is affected by the frame rate, and the speed can be adjusted by controlling the update step (such as x = 2 above).
  • If there are multiple objects to move, it is recommended to save their status in variables and manage them uniformly
  • Complex animations should consider performance issues, avoid frequent DOM operation or performing complex calculations

Basic processing of images and interactions

Canvas also supports drawing images, which is very useful for game development or visualization projects. You can draw the image on the canvas through drawImage() method:

 const img = new Image();
img.src = &#39;example.png&#39;;
img.onload = () => {
  ctx.drawImage(img, 10, 10);
};

If you want the image to respond to user operations, such as clicking or dragging, you need to listen to the mouse event and judge whether to hit the image area based on the coordinates. This step is a little more complicated, requiring recording the location of each image and detecting whether it is within a certain area when clicked.

For example, determine whether the click occurs in the rectangle:

 canvas.addEventListener(&#39;click&#39;, (e) => {
  const rect = canvas.getBoundingClientRect();
  const mouseX = e.clientX - rect.left;
  const mouseY = e.clientY - rect.top;

  if (mouseX > 50 && mouseX < 250 && mouseY > 50 && mouseY < 150) {
    console.log(&#39;Clicked inside the rectangle!&#39;);
  }
});

This part of the logic can be expanded according to actual needs, such as adding scaling, dragging and dropping functions.


Overall, HTML Canvas is a flexible and feature-rich drawing tool. As long as you master the basic drawing methods and animation mechanisms, you can achieve various visual effects. Although it does not come with its own structure and event system like SVG, its performance advantages and freedom make it very popular in fields such as gaming and data visualization.

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