Reputation: 464
In HTML5, I want to make a fillRect()
(with a white fill color) and a border
(black). I don't want to use strokeRect()
unless I can fill that later. I'm making a game where you click on squares and they change color (it's more complex than that but that's what this focuses on).
<canvas id="canvas1" width="400" height="300" style="border:1px solid #000000;"></canvas>
<script>
var c=document.getElementById("canvas1");
var ctx=c.getContext("2d");
ctx.strokeStyle="rgba(0,0,0,1)";
ctx.strokeRect(0,0,100,100);
</script>
The border around the canvas is for reference. I can use CSS too, but currently everything is in HTML.
Upvotes: 29
Views: 66164
Reputation: 91
var x = 100;
var y = 100;
var width = 50;
var height = 50;
var borderWidth = 5;
var offset = borderWidth * 2;
c.beginPath();
c.fillStyle = 'black';
c.fillRect( x - borderWidth, y -borderWidth, width + offset, height + offset);
c.fillStyle = 'green';
c.fillRect( x, y, width, height);
Upvotes: 7
Reputation: 2822
you can not fill it later without a library. If you want to change something simply redraw. You can use something like that:
ctx.fillStyle = 'blue';
ctx.strokeStyle = 'red';
var fillRect = false;
ctx.rect(20, 20, 150, 100);
if (fillRect) {
ctx.fill();
}
ctx.stroke();
it will draw only the border, if you change fillRect
to true
it will be filled. You can update your canvas on every requestAnimationFrame
.
But maybe you want to use a library like paper.js. It makes things like clicking on objects much easier and it abstracts draws on canvas to objects you create once and update later, like what you asked for.
Upvotes: 29
Reputation: 5897
Work out the position you want to draw the square with the width and height. Once you have done that simply draw a bigger square first which has wider by 2 and higher by 2 but with the same center point. So you draw a square which is bigger and then you draw the normal square on top, this then gives you the illusion of the square has a border
HTML
<canvas id="canvas1" width="400" height="300" style="border:1px solid #000000;"></canvas>
CSS
#canvas1{
border: solid 1px black;
}
Javascript
var c=document.getElementById("canvas1");
var ctx=c.getContext("2d");
var rectXPos = 50;
var rectYPos = 50;
var rectWidth = 100;
var rectHeight = 100;
drawBorder(rectXPos, rectYPos, rectWidth, rectHeight)
ctx.fillStyle='#FFF';
ctx.fillRect(rectXPos, rectYPos, rectWidth, rectHeight);
function drawBorder(xPos, yPos, width, height, thickness = 1)
{
ctx.fillStyle='#000';
ctx.fillRect(xPos - (thickness), yPos - (thickness), width + (thickness * 2), height + (thickness * 2));
}
jsfiddle link : https://jsfiddle.net/jxgw19sh/2/
-- Update --
Add an extra parameter to drawBorder
called thickness
the default value is 1 but you can provide any other number for thickness
into the function and it will use value instead of 1.
Upvotes: 14