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Table of Contents
Create Canvas elements
Draw basic graphics
How to do animation and interaction?
Notes and FAQs
Home Web Front-end H5 Tutorial How to use HTML5 canvas?

How to use HTML5 canvas?

Jul 14, 2025 am 03:08 AM

If you want to draw pictures, make animations or even develop mini-games on web pages, you can use the tag of HTML5; 1. First add the canvas element in HTML and set the size; 2. Then get the element and its drawing context ctx in JavaScript; 3. Use ctx to draw basic graphics such as rectangles and circles; 4. Animate effects by constantly clearing and redrawing; 5. You can increase interactivity with event processing; pay attention to issues such as resolution adaptation, performance optimization, and browser compatibility. At the same time, you can also use canvas.toDataURL() to export pictures.

How to use HTML5 canvas?

If you want to draw pictures, make animations or even develop mini-games on web pages, the HTML5 <canvas></canvas> tag is a very practical tool. It itself is just a blank canvas, and the real magic lies in using JavaScript to control how and what it draws.

How to use HTML5 canvas?

Create Canvas elements

First, add a <canvas></canvas> tag to HTML:

 <canvas id="myCanvas" width="500" height="300"></canvas>

This tag is transparent by default, has no content, and does not come with any drawing capabilities. You can define its dimensions by setting width and height properties. If not set, the default size (usually 300x150) is used.

How to use HTML5 canvas?

Then get the element in JavaScript and get the drawing context:

 const canvas = document.getElementById(&#39;myCanvas&#39;);
const ctx = canvas.getContext(&#39;2d&#39;);

ctx is the object you use to "draw", and almost all operations revolve around it.

How to use HTML5 canvas?

Draw basic graphics

Once you have the context, you can start drawing things. For example, drawing a simple rectangle:

 ctx.fillStyle = &#39;blue&#39;;
ctx.fillRect(50, 50, 100, 100);

This code sets the fill color to blue, and then starts from coordinates (50, 50), and draws a rectangle of 100 pixels in width and height.

You can also draw borders, circles, lines, etc. For example, draw a red circle:

 ctx.beginPath();
ctx.arc(200, 150, 40, 0, Math.PI * 2);
ctx.fillStyle = &#39;red&#39;;
ctx.fill();
ctx.closePath();
  • beginPath() means starting a new path;
  • arc(x, y, radius, startAngle, endAngle) is the method of drawing circles;
  • fill() fills the path;
  • closePath() closes the path.

How to do animation and interaction?

Canvas can not only draw statically, but also create animation effects. A common practice is to constantly clear the canvas and repaint the contents of the painting. For example, do an animation of a small ball moving:

 let x = 0;
function draw() {
    ctx.clearRect(0, 0, canvas.width, canvas.height); // Clear canvas ctx.beginPath();
    ctx.arc(x, 150, 20, 0, Math.PI * 2);
    ctx.fillStyle = &#39;green&#39;;
    ctx.fill();
    x = 2;
    if (x > canvas.width) x = 0; // loop requestAnimationFrame(draw); // continuously draw}
draw();

This will enable the effect of a small ball moving back and forth on the screen. You can also interact with mouse events or touch events, such as clicking on the canvas to change the color, dragging animals, etc.


Notes and FAQs

  • Resolution problem : If the image is blurred after the page is scaled, it may be because the CSS sets the canvas size but does not adjust it to the actual pixels. It is recommended to keep canvas.width and canvas.height matching the display size.
  • Performance optimization : Try to update only the changing part when repainting frequently, not the entire canvas.
  • Browser compatibility : Modern browsers basically support Canvas, but there may be problems on older versions of IE.
  • Export picture : You can use canvas.toDataURL() method to save the current picture as a picture.

Basically that's it. Canvas doesn't seem complicated, but there are many details, especially when it comes to animation, interaction or a lot of graphics processing, you need to practice more.

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