<canvas id="myCanvas" width="300px" height="300px"></canvas>
<canvas id="mainCanvas" width="300px" height="300px"></canvas>
<canvas id="secondCanvas" width="300px" height="300px"></canvas>
<canvas id="thirdCanvas" width="300px" height="300px"></canvas>
<!-- The stroke is a line; use the half-pixel coordinates when the stroke width is odd and the integer coordinates when it is even, otherwise the line will be blurry and semitransparent. -->
JavaScript
(function () {
var canvas = document.getElementById('mainCanvas');
var ctx = canvas.getContext('2d');
ctx.clearRect(0, 0, 300, 300);
ctx.fillStyle = "lightgray";
ctx.strokeStyle = "blue";
ctx.fillRect(50, 50, 100, 120);
ctx.lineWidth = 3;
ctx.strokeRect(4.5, 30.5, 70, 70);
}());
// MUAHAHA NOW FINALLY IIFE MAKE SENSE!!!
(function () {
var canvas = document.getElementById("secondCanvas");
var ctx = canvas.getContext("2d");
ctx.fillStyle = "#fffbb3";
ctx.strokeStyle = "#989681";
ctx.lineWidth = 2;
ctx.fillRect(0, 0, canvas.width, canvas.height);
ctx.strokeRect(1, 1, canvas.width - 2, canvas.height - 2);
ctx.beginPath();
ctx.moveTo(50, 50);
ctx.lineTo(150, 100);
ctx.moveTo(200, 200);
ctx.lineTo(250, 250);
ctx.strokeStyle = "#000";
ctx.stroke();
}());
(function () {
var canvas = document.getElementById("thirdCanvas");
var ctx = canvas.getContext("2d");
// For now, set cell size explicitly, later
// we will calculate it based on device dimensions
var cellSize = 40;
ctx.beginPath();
// Drawing horizontal lines
for (var i = 0; i < 8; i++) {
ctx.moveTo(i * cellSize + 0.5, 0);
ctx.lineTo(i * cellSize + 0.5, cellSize * 6)
}
// Drawing vertical lines
for (var j = 0; j < 7; j++) {
ctx.moveTo(0, j * cellSize + 0.5);
ctx.lineTo(cellSize * 7, j * cellSize + 0.5);
}
// Stroking to show them on the screen
ctx.lineWidth = 1;
ctx.strokeStyle = "#989681";
ctx.stroke();
}());
(function () {
var canvas = document.getElementById("myCanvas");
var ctx = canvas.getContext("2d");
ctx.beginPath();
ctx.moveTo(20, 20);
ctx.bezierCurveTo(20, 100, 200, 100, 200, 20);
ctx.stroke();
}());
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