Reputation: 308
I would like to create a pettern with canvas. The Picture which should be used should also be gernerated first. I already did something like this with this code:
document.addEventListener('DOMContentLoaded', function () {
async function draw() {
var canvas = document.getElementById('canvas1')
var ctx = canvas.getContext("2d");
var canvas = ctx.createImageData(500, 300);
ctx.fillStyle = "#7289DA";
ctx.fillRect(0, 0, canvas.width, canvas.height);
// Select the color of the stroke
ctx.strokeStyle = '#74037b';
// Draw a rectangle with the dimensions of the entire canvas
ctx.strokeRect(0, 0, canvas.width, canvas.height);
ctx.font = 'bold 70px sans-serif';
// Select the style that will be used to fill the text in
ctx.save();
ctx.rotate(1.7*Math.PI);
ctx.fillStyle = '#23272A';
ctx.fillText('Text', -70, 300);
ctx.restore();
// Actually fill the text with a solid color
}
draw();
});
<canvas id="canvas" width="1500" height="900">Beispiel für eine Kachelung eines Musters in Canvas.</canvas>
Now I want to create some kind of grid with it, it should look like this
How can I do that?
Upvotes: 0
Views: 249
Reputation: 335
The best way would be using two for loops to go over the x and y values! You can surround the part that draws text with these loops and use the changing x and y values instead of hard-coded ones.
async function draw() {
var canvas = document.getElementById('canvas1')
var ctx = canvas.getContext("2d");
var canvas = ctx.createImageData(500, 300);
ctx.fillStyle = "#7289DA";
ctx.fillRect(0, 0, canvas.width, canvas.height);
// Select the color of the stroke
ctx.strokeStyle = '#74037b';
// Draw a rectangle with the dimensions of the entire canvas
ctx.strokeRect(0, 0, canvas.width, canvas.height);
ctx.font = 'bold 70px sans-serif';
ctx.fillStyle = '#23272A';
// Select the style that will be used to fill the text in
for (var x = 0; x < canvas.width; x += 100 ) { // 100 is the width
for (var y = 0; y < canvas.height; y += 70) { // 70 is the height
ctx.save();
ctx.translate(x, y); // offset the text
ctx.rotate(1.7*Math.PI);
ctx.fillText('Text', -70, 300);
ctx.restore();
// Actually fill the text with a solid color
}
}
}
The reason ctx.translate(x, y)
is used instead of ctx.fillText('Text', x - 70, y + 300)
is because using fillText
would move the grid at an angle instead of just rotating the letters.
Upvotes: 1