Using HTML `` for drawing graphics (initial setup).
Jul 02, 2025 pm 03:23 PMTo start drawing with HTML <canvas> elements, you must first set up the basic structure in the HTML file. 1. Add a <canvas> tag with id, width, and height to define the canvas size and provide fallback information for browsers that do not support canvas. 2. Use JavaScript to get the canvas element through document.getElementById() and call getContext('2d') to get the 2D rendering context for drawing. 3. Use fillStyle and fillRect() to draw fill graphics, or use strokeStyle and strokeRect() to draw borders. 4. At the beginning, make sure that the script is executed after the DOM is loaded, and use developer tools to debug and pay attention to pixel scaling issues.
To get started with drawing graphics using the HTML <canvas></canvas>
element, you first need to set up a basic structure in your HTML file. Unlike other elements like <div> or <code><img alt="Using HTML `` for drawing graphics (initial setup)." >
, the <canvas></canvas>
itself doesn't display anything until you use JavaScript to draw on it. ` for drawing graphics (initial setup)." />
Setting Up the <canvas></canvas>
Element
Start by adding the <canvas></canvas>
tag to your HTML page. It's a good idea to give it an id
so you can easily reference it in JavaScript.

<canvas id="myCanvas" width="500" style="max-width:90%"></canvas>
The width
and height
attributes define the size of your drawing area. If you don't specify them, the canvas will default to 300px wide and 150px tall — which might be too small for most purposes.
You should also consider adding a fallback message inside the <canvas>
tags for browsers that don't support it:

<canvas id="myCanvas" width="500" style="max-width:90%"> Your browser does not support the canvas element. </canvas>
Accessing the Canvas with JavaScript
Once the canvas is in place, the next step is to access it from JavaScript. You'll typically do this using document.getElementById()
(or another DOM selector), then get its rendering context.
Here's how:
const canvas = document.getElementById('myCanvas'); const ctx = canvas.getContext('2d');
The getContext('2d')
call gives you a 2D drawing context, which includes all the methods and properties you need to draw shapes, text, images, and more.
A few things to keep in mind:
- Make sure the script runs after the canvas element is loaded. You can put your script at the bottom of the page or use
window.onload
. - If you're using modules or bundlers, ensure the DOM is ready before trying to access elements.
Basic Drawing: A Simple Example
Now that you have access to the context, you can start drawing. Let's create a simple filled rectangle:
ctx.fillStyle = 'blue'; ctx.fillRect(50, 50, 100, 100);
This draws a blue square starting at coordinates (50, 50) with a width and height of 100 pixels.
Here's what each part does:
-
fillStyle
sets the color, gradient, or pattern used to fill shapes. -
fillRect(x, y, width, height)
draws a filled rectangle at the specified position and size.
You can also draw outlines:
ctx.strokeStyle = 'red'; ctx.strokeRect(50, 50, 100, 100);
This adds a red border around the same area without filling it.
Tips for Getting Started
- Start small. Try drawing different shapes and experimenting with colors.
- Use browser developer tools to debug — especially if nothing shows up.
- Remember that canvas is pixel-based, so scaling can affect quality.
- Always clear the canvas (
ctx.clearRect()
) if you plan to redraw content dynamically.
Basically that's it. Once you've got the initial setup down, you can move on to more advanced topics like animation, interaction, and image manipulation.
The above is the detailed content of Using HTML `` for drawing graphics (initial setup).. For more information, please follow other related articles on the PHP Chinese website!

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