Reputation: 435
The dots are arranged so they have a regular distance between them.
they are drawn at (x%4==0) and (y%4==0), they take time to be drawn in a brute force way:
for (var x = 0; x < width; x+=4) {
for (var y = 0; y < height; y+=4) {
draw(x, y, 1, 1);
}
}
how to do it in a better way?
Upvotes: 0
Views: 1082
Reputation:
You can use createPattern()
by first creating an offscreen-canvas, draw a single dot into it, then use that canvas as a image source for createPattern()
. Set pattern as fillStyle
and fill.
var ctx = c.getContext("2d");
var pattern = ctx.createPattern(createPatternImage(), "repeat");
ctx.fillStyle = pattern;
ctx.fillRect(0, 0, c.width, c.height);
function createPatternImage() {
var ctx = document.createElement("canvas").getContext("2d");
ctx.canvas.width = ctx.canvas.height = 4; // = size of pattern base
ctx.fillStyle = "#fff";
ctx.fillRect(0,0,1,1);
return ctx.canvas; // canvas can be used as image source
}
<canvas id=c style="background:#c00"></canvas>
If this is not an option you can always optimize the code you have now by not filling each dot, but adding to the path and fill once:
var ctx = c.getContext("2d"); // obtain only one time.
var width = c.width, height = c.height;
ctx.beginPath(); // clear path if it has been used previously
ctx.fillStyle = "#fff";
for (var x = 0; x < width; x+=4) {
for (var y = 0; y < height; y+=4) {
draw(x, y, 1, 1);
}
}
// modify method to add to path instead
function draw(x,y,width,height) {
ctx.rect(x,y,width,height);
}
// when done, fill once
ctx.fill();
<canvas id=c style="background:#c00"></canvas>
Upvotes: 2