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having fun with HTML & canvas
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corneliugaina committed Jun 18, 2019
1 parent 463d598 commit 261076a
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76 changes: 76 additions & 0 deletions 8-html-with-canvas/index.html
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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>HTML5 Canvas</title>
</head>
<body>
<canvas id="draw" width="800" height="800"></canvas>
<script>
const canvas = document.querySelector('#draw');
const ctx = canvas.getContext('2d');
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
ctx.strokeStyle = '#BADA55';
ctx.lineJoin = 'round';
ctx.lineCap = 'round';
ctx.lineWidth = 100;
// ctx.globalCompositeOperation = 'multiply';

let isDrawing = false;
let lastX = 0;
let lastY = 0;
let hue = 0;
let direction = true;

function draw(e) {
if(!isDrawing) return; // stop the fn from running when they are not moused down
console.log(e);
ctx.strokeStyle = `hsl(${hue}, 100%, 50%)`;
ctx.lineWidth = hue;
ctx.beginPath();

// start from
ctx.moveTo(lastX, lastY);

// go to
ctx.lineTo(e.offsetX, e.offsetY);
ctx.stroke();
[lastX, lastY] = [e.offsetX, e.offsetY]
hue++;
if(hue >= 360) {
hue = 0;
}
if(ctx.lineWidth >= 500 || ctx.lineWidth <= 1) {
direction = !direction;
}

if(direction) {
ctx.lineWidth++;
} else {
ctx.lineWidth--;
}
}

canvas.addEventListener('mousedown', (e) => {
isDrawing = true;
[lastX, lastY] = [e.offsetX, e.offsetY];
});


canvas.addEventListener('mousemove', draw);
canvas.addEventListener('mouseup', () => isDrawing = false);
canvas.addEventListener('mouseout', () => isDrawing = false);



</script>

<style>
html, body {
margin: 0;
}
</style>

</body>
</html>

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