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 =...