

This will clear anything drawn in that particular section of the canvas. So how do we start a new page? We use this.

Get the 2D context of the canvas tag so we may build shapes and graphics.

Create a reference to the canvas tag using the DOM.Set window.onload to your draw function.So let's go over what's actually happening here step by step. Var canvas = document.getElementById("canvas") Ĭontext.fillStyle = "rgb(100, 200, 120)" Contexts can be 2D or 3D, but we will be focusing on 2D for our top down game controls. The context controls how the canvas element displays graphics. Next, we will look at how to actually draw some simple shapes and import images to the canvas using JavaScript! First thing we need to do is grab the canvas from the HTML document and then grab the "context" of the element. The canvas element is the only bit of markup needed for this project. A series of methods in JavaScript were developed to manipulate the canvas. So how does it work? Essentially, the canvas tag is the stage for all of your graphical content located in the markup. We will be focusing on it specifically to build a basic control system for a car in a top down browser based game. The release of HTML5 brought a myriad of changes to the web development community, but the canvas element, combined with some clever JavaScript, is what allows us to create complex and dynamic graphical content for the web. Understanding of Sine, Cosine, and Tangent.Intermediate Level of JavaScript Experience.
