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script.js
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const canvas = document.getElementById("canvas");
const increaseBtn = document.getElementById("increase");
const decreaseBtn = document.getElementById("decrease");
const sizeEl = document.getElementById("size");
const colorEl = document.getElementById("color");
const clearEl = document.getElementById("clear");
const ctx = canvas.getContext("2d");
let size = 10;
let isPressed = false;
colorEl.value = "black";
let color = colorEl.value;
let x;
let y;
canvas.addEventListener("mousedown", (e) => {
isPressed = true;
x = e.offsetX;
y = e.offsetY; // positioning of where the mouse is
// console.log(isPressed, x, y);
});
canvas.addEventListener("mouseup", (e) => {
isPressed = false;
x = undefined;
y = undefined;
// console.log(isPressed, x, y);
});
canvas.addEventListener("mousemove", (e) => {
if (isPressed) {
const x2 = e.offsetX;
const y2 = e.offsetY;
drawCircle(x2, y2);
drawLine(x, y, x2, y2); // to be able to draw we need to call these functions
x = x2;
y = y2;
// console.log(x2, y2);
}
});
function drawCircle(x, y) {
ctx.beginPath();
ctx.arc(x, y, size, 0, Math.PI * 2);
ctx.fillStyle = color;
ctx.fill();
}
function drawLine(x1, y1, x2, y2) {
ctx.beginPath();
ctx.moveTo(x1, y1);
ctx.lineTo(x2, y2);
ctx.strokeStyle = color;
ctx.lineWidth = size * 2; // circle size and line size it's not the same so we need to multiply this be two
ctx.stroke();
}
function updateSizeOnScreen() {
sizeEl.innerText = size;
}
increaseBtn.addEventListener("click", () => {
size += 5;
if (size > 50) {
size = 50;
}
updateSizeOnScreen();
});
decreaseBtn.addEventListener("click", () => {
size -= 5;
if (size < 5) {
size = 5;
}
updateSizeOnScreen();
});
colorEl.addEventListener("change", (e) => (color = e.target.value));
clearEl.addEventListener("click", () =>
ctx.clearRect(0, 0, canvas.width, canvas.height)
);