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HTML5 - Beginners - MultipleCanvases.html
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HTML5 - Beginners - MultipleCanvases.html
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<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width" />
</head>
<body bgcolor="black">
<div id="test"></div>
<style>#myCanvas {touch-action: none;
-webkit-touch-callout:none;
-webkit-user-select:none;
-khtml-user-select:none;
-moz-user-select:none;
-ms-user-select:none;
user-select:none;
-webkit-tap-highlight-color:rgba(0,0,0,0);
}</style>
<canvas id="myCanvas" width="320" height="240" style="border:0px solid #d3d3d3;">
Use different browser.
</canvas>
<script>
var c=document.getElementById("myCanvas");
var ctx=c.getContext("2d");
// Create 20 canvases. width and height
// is 100.
var canvases = [];
for(var i=0;i<20;i++){
canvases[i] = document.createElement('canvas');
canvases[i].width = 100;
canvases[i].height=100;
}
//
// Loop through our new canvases
// and draw something on there.
for( var i=0; i<canvases.length; i++){
ctx = canvases[i].getContext('2d');
ctx.fillStyle = 'blue';
ctx.arc(50, 50, 50, 0, 1.5*Math.PI);
ctx.lineWidth = 15;
var r = (Math.random()*255);
var g = (Math.random()*255);
var b = (Math.random()*255);
ctx.strokeStyle = 'rgb('+r+','+g+','+b+')';
ctx.stroke();
}
var ctx=c.getContext("2d");
gameloop=setInterval(doGameLoop,16);
function doGameLoop(){
myCanvas.height = window.innerHeight-32;
myCanvas.width = window.innerWidth-32;
ctx.fillStyle="rgb(0,0,0)";
ctx.fillRect(0,0,c.width,c.height);
ctx.fillStyle="rgb(255,255,255)";
ctx.fillText("Javascript Html canvas example.",10,10);
// Draw out canvases on our main canvas.
var x=y=0;
for(var i=0;i<canvases.length;i++){
ctx.drawImage(canvases[i],x,y);
x+=100;
if(x>300){
x=0;
y+=100;
}
}
}
</script>
</body>
</html>