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Simple HTML Canvas not showing full shape

Time:06-21

I am new to HTML canvas, I'm trying to draw a cylinder with different colors using JavaScript, I can see the drawing but the shape is not displayed fully, it is supposed to be a fully illustrated shape with colors. I tried to change the width and height settings but it stretched the shape itself.

var canvas = document.getElementById("cylinder");
var ctx = canvas.getContext("2d");
drawCylinder(canvas, ctx,   "lightblue", "black", 3);

function drawCylinder(canvas, ctx, fill, border, lineWidth, r, centX, centY)
{
  //canvas.width = 160;
  var centX = 0;
  var centY = -100;
  var r = 30;

  ctx.translate(canvas.width / 2, canvas.height / 2);
  ctx.scale(6, 1);
  ctx.beginPath();

  ctx.arc(centX, centY, r, 0, 2 * Math.PI, false);
  ctx.restore();
  ctx.fillStyle = 'YellowGreen';
  ctx.fill();
  ctx.lineWidth = 7;
  ctx.strokeStyle = 'GainsBoro';
  ctx.stroke();
  ctx.save();
  ctx.translate(canvas.width / 2, canvas.height / 2);
  ctx.scale(6, 1);
  ctx.beginPath();
  ctx.arc(centX, 100, r, 0, 2 * Math.PI, false);
  ctx.restore();
  ctx.fillStyle = 'MediumSlateBlue';
  ctx.fill();
  ctx.lineWidth = 7;
  ctx.strokeStyle = 'GainsBoro';
  ctx.stroke();
  ctx.save();
  ctx.lineWidth = 3;
  ctx.strokeStyle = 'Black';
  ctx.moveTo(105, 150);
  ctx.lineTo(105, 352);
  ctx.moveTo(474, 150);
  ctx.lineTo(474, 352);
  ctx.stroke();
  ctx.translate(canvas.width / 2, canvas.height / 2);
  ctx.scale(6, 1);
  ctx.beginPath();
  ctx.arc(centX, centY 2, r 0.8, 0, Math.PI, false);
  ctx.restore();
  ctx.lineWidth = 4;
  ctx.strokeStyle = 'Black';
  ctx.stroke();
  ctx.save();
  ctx.translate(canvas.width / 2, canvas.height / 2);
  ctx.scale(6, 1);
  ctx.beginPath();
  ctx.arc(centX, 100 2, r 0.8, 0, Math.PI, false);
  ctx.restore();
  ctx.lineWidth = 4;
  ctx.strokeStyle = 'Black';
}
<div>
  <canvas id="cylinder" width="300" height="400"></canvas>
</div>

I'm not sure why it displays like this, can you please help the brother out.

It displays like an image below

The canvas should look like an image below.

The canvas should look like an image below.

CodePudding user response:

You have a pretty unique way of drawing a cylinder. Of course you can do it by first drawing a circle and scaling the context vertically afterwards to ultimately stretch the circle to an ellipse but let's do it a little different.

Out of the box the CanvasRenderingContext2D has a built-in method to draw an ellipse, conveniently called ellipse().

So you can start by drawing an ellipse for the top, another ellipse for the bottom and finally connect those with a black outline.

Something like:

var canvas = document.getElementById("cylinder");
var ctx = canvas.getContext("2d");
drawCylinder(canvas, ctx, "lightblue", "black", 7, 100, 0, -100);

function drawCylinder(canvas, ctx, fill, border, lineWidth, r, centX, centY) {
  ctx.translate(canvas.width / 2, canvas.height / 2);
  ctx.lineWidth = lineWidth;
  ctx.beginPath();
  ctx.ellipse(centX, centY, r, r / 5, 0, 0, 2 * Math.PI);
  ctx.fillStyle = 'YellowGreen';
  ctx.strokeStyle = 'GainsBoro';
  ctx.fill();
  ctx.stroke();
  ctx.closePath();

  ctx.beginPath();
  ctx.ellipse(centX, centY   100, r, r / 5, 0, 0, 2 * Math.PI);
  ctx.fillStyle = 'MediumSlateBlue';
  ctx.strokeStyle = 'GainsBoro';
  ctx.fill();
  ctx.stroke();
  ctx.closePath();

  ctx.lineWidth = 1;
  ctx.strokeStyle = 'Black';
  ctx.beginPath();
  ctx.ellipse(centX, centY, r   lineWidth / 2, r / 5   lineWidth / 2, 0, 0, 1 * Math.PI);
  ctx.stroke();
  ctx.closePath();
  ctx.beginPath();
  ctx.ellipse(centX, centY   100, r   lineWidth / 2, r / 5   lineWidth / 2, 0, 0, 1 * Math.PI);
  ctx.stroke();
  ctx.closePath();
  ctx.beginPath();
  ctx.moveTo(centX - r - lineWidth / 2, centY);
  ctx.lineTo(centX - r - lineWidth / 2, centY   100);
  ctx.stroke();
  ctx.closePath();
  ctx.beginPath();
  ctx.moveTo(centX   r   lineWidth / 2, centY);
  ctx.lineTo(centX   r   lineWidth / 2, centY   100);
  ctx.stroke();
  ctx.closePath();
}
<canvas id="cylinder" width="300" height="400"></canvas>

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