In this article I will show you how you can create a Drawing/Pain APP using JavaScript and HTML5 canvas.
Features:
- Draw on Canvas
- Multiple colors
- Clear canvas
- Save drawing as Image
First lets create a index.html file with a canvas element.
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<link rel="stylesheet" href="style.css">
<title>JavaScript Drawing APP</title>
</head>
<body>
<canvas id="canvas"></canvas>
<script src="main.js"></script>
</body>
</html>
Now let's create the style.css with basic resets
*{
margin: 0;
padding: 0;
}
And then finally we will create our main.js where we will target our canvas and set it's size to the size of our screen.
const canvas = document.getElementById("canvas")
canvas.height = window.innerHeight
canvas.width = window.innerWidth
// ctx is the context of our canvas
// we use ctx to draw on the canvas
const ctx = canvas.getContext("2d")
// lets create a rectangle for testing purposes
ctx.fillStyle = "red"
ctx.fillRect(100, 100, 100, 100)
Now if we open it in our browser we should see a red rectangle.
Okay lets delete the rectangle and whenever the use moves his mouse we want to get the mouse position. We can use mousemove
event for that.
const canvas = document.getElementById("canvas")
canvas.height = window.innerHeight
canvas.width = window.innerWidth
const ctx = canvas.getContext("2d")
window.addEventListener("mousemove", (e) => {
console.log("Mouse X: " + e.clientX)
console.log("Mouse Y: " + e.clientY)
})
Great!!! Now we also need to keep track of the previous mouse position and draw a line from the previous mouse position to current mouse position.
const canvas = document.getElementById("canvas")
canvas.height = window.innerHeight
canvas.width = window.innerWidth
const ctx = canvas.getContext("2d")
// previous mouse positions
// They will be null initially
let prevX = null
let prevY = null
// How thick the lines should be
ctx.lineWidth = 5
window.addEventListener("mousemove", (e) => {
// initially previous mouse positions are null
// so we can't draw a line
if(prevX == null || prevY == null){
// Set the previous mouse positions to the current mouse positions
prevX = e.clientX
prevY = e.clientY
return
}
// Current mouse position
let currentX = e.clientX
let currentY = e.clientY
// Drawing a line from the previous mouse position to the current mouse position
ctx.beginPath()
ctx.moveTo(prevX, prevY)
ctx.lineTo(currentX, currentY)
ctx.stroke()
// Update previous mouse position
prevX = currentX
prevY = currentY
})
Now if you move your mouse you will see a line will be drawn. But we don't want the line to be drawn uncontrollably. So we will declare a variable let draw = false
. And we will only draw in draw
is true
.
So we can listen to the mousedown
and mouseup
event. And set draw
to true
when user presses the mouse and false
when releases the mouse.
const canvas = document.getElementById("canvas")
canvas.height = window.innerHeight
canvas.width = window.innerWidth
const ctx = canvas.getContext("2d")
let prevX = null
let prevY = null
ctx.lineWidth = 5
let draw = false
// Set draw to true when mouse is pressed
window.addEventListener("mousedown", (e) => draw = true)
// Set draw to false when mouse is released
window.addEventListener("mouseup", (e) => draw = false)
window.addEventListener("mousemove", (e) => {
// if draw is false then we won't draw
if(prevX == null || prevY == null || !draw){
prevX = e.clientX
prevY = e.clientY
return
}
let currentX = e.clientX
let currentY = e.clientY
ctx.beginPath()
ctx.moveTo(prevX, prevY)
ctx.lineTo(currentX, currentY)
ctx.stroke()
prevX = currentX
prevY = currentY
})
Awesome!!! Now lets add some button in our HTML for changing colors, clearing canvas and saving the drawing.
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<link rel="stylesheet" href="style.css">
<title>Document</title>
</head>
<body>
<canvas id="canvas"></canvas>
<div class="nav">
<!-- We will be accessing the data-clr in JavaScript -->
<div class="clr" data-clr="#000"></div>
<div class="clr" data-clr="#EF626C"></div>
<div class="clr" data-clr="#fdec03"></div>
<div class="clr" data-clr="#24d102"></div>
<div class="clr" data-clr="#fff"></div>
<button class="clear">clear</button>
<button class="save">save</button>
</div>
<script src="main.js"></script>
</body>
</html>
And we also need to style them in our css.
*{
margin: 0;
padding: 0;
}
.nav{
width: 310px;
height: 50px;
position: fixed;
top: 0;
left: 50%;
transform: translateX(-50%);
display: flex;
align-items: center;
justify-content: space-around;
opacity: .3;
transition: opacity .5s;
}
.nav:hover{
opacity: 1;
}
.clr{
height: 30px;
width: 30px;
background-color: blue;
border-radius: 50%;
border: 3px solid rgb(214, 214, 214);
transition: transform .5s;
}
.clr:hover{
transform: scale(1.2);
}
.clr:nth-child(1){
background-color: #000;
}
.clr:nth-child(2){
background-color: #EF626C;
}
.clr:nth-child(3){
background-color: #fdec03;
}
.clr:nth-child(4){
background-color: #24d102;
}
.clr:nth-child(5){
background-color: #fff;
}
button{
border: none;
outline: none;
padding: .6em 1em;
border-radius: 3px;
background-color: #03bb56;
color: #fff;
}
.save{
background-color: #0f65d4;
}
Okay the page should look something like this.
Now whenever a div with a class of clr
is clicked we add to set the color of our line to the data-clr
property of that div.
const canvas = document.getElementById("canvas")
canvas.height = window.innerHeight
canvas.width = window.innerWidth
const ctx = canvas.getContext("2d")
let prevX = null
let prevY = null
ctx.lineWidth = 5
let draw = false
// Selecting all the div that has a class of clr
let clrs = document.querySelectorAll(".clr")
// Converting NodeList to Array
clrs = Array.from(clrs)
clrs.forEach(clr => {
clr.addEventListener("click", () => {
ctx.strokeStyle = clr.dataset.clr
})
})
window.addEventListener("mousedown", (e) => draw = true)
window.addEventListener("mouseup", (e) => draw = false)
window.addEventListener("mousemove", (e) => {
if(prevX == null || prevY == null || !draw){
prevX = e.clientX
prevY = e.clientY
return
}
let currentX = e.clientX
let currentY = e.clientY
ctx.beginPath()
ctx.moveTo(prevX, prevY)
ctx.lineTo(currentX, currentY)
ctx.stroke()
prevX = currentX
prevY = currentY
})
Yayy!!! Now lets make the clear button work. So when we click on it it should clear our canvas.
const canvas = document.getElementById("canvas")
canvas.height = window.innerHeight
canvas.width = window.innerWidth
const ctx = canvas.getContext("2d")
let prevX = null
let prevY = null
ctx.lineWidth = 5
let draw = false
let clrs = document.querySelectorAll(".clr")
clrs = Array.from(clrs)
clrs.forEach(clr => {
clr.addEventListener("click", () => {
ctx.strokeStyle = clr.dataset.clr
})
})
let clearBtn = document.querySelector(".clear")
clearBtn.addEventListener("click", () => {
// Clearning the entire canvas
ctx.clearRect(0, 0, canvas.width, canvas.height)
})
window.addEventListener("mousedown", (e) => draw = true)
window.addEventListener("mouseup", (e) => draw = false)
window.addEventListener("mousemove", (e) => {
if(prevX == null || prevY == null || !draw){
prevX = e.clientX
prevY = e.clientY
return
}
let currentX = e.clientX
let currentY = e.clientY
ctx.beginPath()
ctx.moveTo(prevX, prevY)
ctx.lineTo(currentX, currentY)
ctx.stroke()
prevX = currentX
prevY = currentY
})
Almost there!!! Now all we have top do is save our drawing when the save button is clicked.
So here is the final JavaScript codes
const canvas = document.getElementById("canvas")
canvas.height = window.innerHeight
canvas.width = window.innerWidth
const ctx = canvas.getContext("2d")
let prevX = null
let prevY = null
ctx.lineWidth = 5
let draw = false
let clrs = document.querySelectorAll(".clr")
clrs = Array.from(clrs)
clrs.forEach(clr => {
clr.addEventListener("click", () => {
ctx.strokeStyle = clr.dataset.clr
})
})
let clearBtn = document.querySelector(".clear")
clearBtn.addEventListener("click", () => {
ctx.clearRect(0, 0, canvas.width, canvas.height)
})
// Saving drawing as image
let saveBtn = document.querySelector(".save")
saveBtn.addEventListener("click", () => {
let data = canvas.toDataURL("imag/png")
let a = document.createElement("a")
a.href = data
// what ever name you specify here
// the image will be saved as that name
a.download = "sketch.png"
a.click()
})
window.addEventListener("mousedown", (e) => draw = true)
window.addEventListener("mouseup", (e) => draw = false)
window.addEventListener("mousemove", (e) => {
if(prevX == null || prevY == null || !draw){
prevX = e.clientX
prevY = e.clientY
return
}
let currentX = e.clientX
let currentY = e.clientY
ctx.beginPath()
ctx.moveTo(prevX, prevY)
ctx.lineTo(currentX, currentY)
ctx.stroke()
prevX = currentX
prevY = currentY
})
And there, We have done it. You can get the complete source code here.
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