JSFiddle - React, Tailwind, and code Playground

HTML

<canvas id="canvas" width="150" height="150" style="border: 1px solid black"></canvas>

JavaScript

var points = [
                {x: 40, y: 40},
                {x: 60, y: 40},
                {x: 60, y: 60},
                {x: 40, y: 60},                
                {x: 0, y: 50},
                {x: 50, y: 0},
                {x: 50, y: 100},
                {x: 100, y: 50}
            ];


// get the canvas element using the DOM
var canvas = document.getElementById('canvas');

// Make sure we don't execute when canvas isn't supported
if (canvas.getContext) {

    // use getContext to use the canvas for drawing
    var ctx = canvas.getContext('2d');

    ctx.fillStyle = "red";


    // calculate max and min x and y
    var minX = points[0].x;
    var maxX = points[0].x;
    var minY = points[0].y;
    var maxY = points[0].y;

    for (var i = 1; i < points.length; i++) {
        if (points[i].x < minX) minX = points[i].x;
        if (points[i].x > maxX) maxX = points[i].x;
        if (points[i].y < minY) minY = points[i].y;
        if (points[i].y > maxY) maxY = points[i].y;
    }


    // choose a "central" point
    var center = {
        x: minX + (maxX - minX) / 2,
        y: minY + (maxY - minY) / 2
    };

    // precalculate the angles of each point to avoid multiple calculations on sort
    for (var i = 0; i < points.length; i++) {
        points[i].angle = Math.acos((points[i].x - center.x) / lineDistance(center, points[i]));

        if (points[i].y > center.y) {
            points[i].angle = Math.PI + Math.PI - points[i].angle;
        }
    }

    // sort by angle
    points = points.sort(function(a, b) {
        return a.angle - b.angle;
    });

    // Draw shape
    ctx.beginPath();
    ctx.moveTo(points[0].x, points[0].y);

    for (var i = 1; i < points.length; i++) {
        ctx.lineTo(points[i].x, points[i].y);
    }

    ctx.lineTo(points[0].x, points[0].y);

    ctx.stroke();
    ctx.fill();
}


function lineDistance(point1, point2) {
    var xs = 0;
    var ys = 0;

    xs = point2.x - point1.x;
    xs = xs * xs;

    ys =...