JSFiddle - React, Tailwind, and code Playground
HTML
<canvas id="myCanvas" width="400" height="400"></canvas>
<button id="clear">Clear</button>
CSS
body {
background: gray;
margin: 0;
}
canvas {
border: 1px solid black;
}
JavaScript
const canvas = document.getElementById('myCanvas');
const clear = document.getElementById('clear');
const ctx = canvas.getContext('2d');
let lastCanvas;
clear.addEventListener('click', () => {
ctx.clearRect(0, 0, canvas.width, canvas.height);
});
let down = false;
let lastPoints = [];
ctx.lineCap = 'round';
canvas.addEventListener('mousedown', ({offsetX: x, offsetY: y}) => {
lastPoints.push({x, y});
ctx.lineWidth = 5;
ctx.shadowColor = 'transparent';
lastCanvas = ctx.getImageData(0, 0, canvas.width, canvas.height);
down = true;
ctx.beginPath();
ctx.moveTo(x, y);
});
canvas.addEventListener('mouseup', (event) => {
ctx.putImageData(lastCanvas, 0, 0);
redraw();
lastPoints = [];
down = false;
});
let count = 0;
canvas.addEventListener('mousemove', ({offsetX: x, offsetY: y}) => {
count++;
if (!down || count % 2 === 0 || count % 3 === 0) return;
lastPoints.push({x, y});
ctx.lineTo(x, y);
ctx.stroke();
});
function redraw() {
if (lastPoints.length === 0) return;
const length = lastPoints.length;
const {x, y} = lastPoints[0];
ctx.beginPath();
ctx.moveTo(x, y);
let oldX = x, oldY = y;
let max = 0;
for (let i = 0; i < length-1; i++) {
const {x, y} = lastPoints[i];
const {x: nX, y: nY} = lastPoints[i+1];
if (oldX && (x !== oldX || y !== oldY)) {
const dis = Math.sqrt((x-oldX)*(x-oldX) + (y-oldY)*(y-oldY));
const nDis = Math.sqrt((nX-x)*(nX-x) + (nY-y)*(nY-y));
max = Math.abs(dis - nDis) > max ? Math.abs(dis - nDis) : max;
ctx.shadowColor = 'rgba(0, 0, 0, 0.07)';
//ctx.shadowBlur = dis;
ctx.lineWidth = 1;
const normX = (x - oldX)/dis;
const normY = (y - oldY)/dis;
const diffX = x - oldX;
const diffY = y - oldY;
for (let j = 0; j < dis; j+=2) {
const radius = dis * (1 - smootherstep(j/dis)) + nDis * smootherstep(j/dis);
ctx.beginPath();
ctx.arc(oldX + normX * j, oldY +...