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drawJS

This library has been created to draw easier on a canvas, you can target one and then don't have to create a global variable to save its context!

How to use it?

Import it

To import DrawJS, you can use npm with the command:

npm i @louis700/drawjs

Then, you have to specify you want to import JS files from your script with the attribute type set to module:

<script type="module" src="script.js"></script>

Target a context

To focus on the canvas to use, you have to call the function setTargetContext(ctx) located in drawJS module.
Example:

import {drawJS} from "./node_modules/@louis700/drawjs/index.js";

window.onload = function() {
	let canvas = document.querySelector("canvas");
	drawJS.setTargetContext(canvas.getContext("2d"));
}

To use another context, you have to change the focus or to specify it as the last parameter:

import {shapes} from "./node_modules/@louis700/drawjs/index";

shapes.rect(0, 0, 100, 100, ctx);

Create a color

To create a color, this lib contains the class Color in the module color.
There are two ways to create a color:

RGB/RGBA

If you don't know the RGBA color system, this Wikipedia page will help you: RGBA color space.
The complete way to create a RGBA color is to specify all the parameters in the constructor Color(r, g, b, a, type):

import {color as color_m} from "./node_modules/@louis700/drawjs/index";

let color = new color_m.Color(255, 52, 52, 1, ColorType.RGB);

But hopefully, there are some shortcuts:

  • When you use the RGBA system, you don't have to specify the type: new Color(r, g, b, a)
  • When you want a color with an opacity of 1, you could write it like this: new Color(r, g, b)
  • And if you want to use the same value for the lasts parameters, it will be repeated automatically:
    new Color(52)new Color(52, 52, 52)
    new Color(255, 52)new Color(255, 52, 52)

HSL/HSLA

There is a Wikipedia page about the HSLA system: HSL and HSV.
This time, there are no shortcuts, you have to specify all the parameters each time new Color(h, s, l, a, type):

import {color as color_m} from "./node_modules/@louis700/drawjs/index";

let color = new color_m.Color(240, 100, 60, ColorType.HSL);

Draw on the canvas

To draw on the canvas, you can first define the colors (the default color is the black). To define the color of the stroke, you have to you use stroke(color), and to define the color that will fill the shape, you have to use fill(color). If you don't want to draw the stroke or to fill the shape, you can use noFill() and noStroke() (to draw again, you just have to specify color).

Two other functions use the color: background(color) and border(color), the first fills the whole canvas with the specified color, and the other one will outline it.

import {style} from "./node_modules/@louis700/drawjs/index.js";

style.stroke(color);
style.fill(color);
style.noFill();
style.noStroke();
style.background(color);
style.border(color);

About

A JavaScript library that helps you dealing with HTML canvas drawing.

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