HTML5 Canvas Example
by gamealchemist
HTML
<canvas id="canvas" width="480" height="320"></canvas>
JavaScript
$(document).ready(function () {
var d_canvas = document.getElementById('canvas');
var context = d_canvas.getContext('2d');
context.lineWidth = 2;
context.strokeStyle = "red";
context.beginPath();
var circle_x = 150;
var circle_y = 150;
var radius = 50;
var corners = 10;
var width = (radius * 2) / 1.1
var height = 50;
var x = circle_x - width / 2;
var y = circle_y - 70;
context.moveTo(x + corners, y);
context.lineTo(x + width - corners, y);
context.quadraticCurveTo(x + width, y, x + width, y + corners);
context.lineTo(x + width, y + height - corners);
context.quadraticCurveTo(x + width, y + height, x + width - corners, y + height);
context.lineTo(x + corners, y + height);
context.quadraticCurveTo(x, y + height, x, y + height - corners);
context.lineTo(x, y + corners);
context.quadraticCurveTo(x, y, x + corners, y);
context.fillStyle = "#000000";
context.fill();
context.stroke();
context.beginPath();
context.arc(circle_x, circle_y, radius, 0, 2 * Math.PI);
context.fillStyle = "#000000";
context.fill();
context.save();
// clip the whole canvas...
clipCanvas();
// then draw a hole with the upper rect
context.moveTo(x, y);
context.lineTo(x, y + height);
context.lineTo(x + width, y + height);
context.lineTo(x + width, y);
context.lineTo(x, y);
context.clip();
// stroke the circle = everywhere except in the rect
context.beginPath();
context.lineWidth = 2;
context.arc(circle_x, circle_y, radius, 0, 2 * Math.PI);
context.stroke();
context.restore();
function clipCanvas() {
context.beginPath();
context.lineWidth = 0;
context.moveTo(0, 0);
context.lineTo(context.canvas.width, 0); // width/h should be cached if performance matters.
context.lineTo(context.canvas.width, context.canvas.height);
context.lineTo(0, context.canvas.height);
...