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Path property Canvas | Loop and Break

Path property Canvas

To make shapes using paths, we need a couple of extra steps.
 
beginPath()
closePath()
stroke()
fill()

 
The first step to create a path is calling the beginPath method. Internally, paths are stored as a list of sub-paths (lines, arcs, etc) which together form a shape. Every time this method is called, the list is reset and we can start drawing new shapes.
 
Note: When the current path is empty, such as immediately after calling beginPath(), or on a newly created canvas, the first path construction command is always treated as a moveTo(), regardless of what it actually is. For that reason, you will almost always want to specifically set your starting position after resetting a path.

 
The second step is calling the methods that actually specify the paths to be drawn. We’ll see these shortly.
 
The third, and an optional step, would be to call the closePath method. This method tries to close the shape by drawing a straight line from the current point to the start. If the shape has already been closed or there’s only one point in the list, this function does nothing.
 
The final step will be calling the stroke and/or fill methods. Calling one of these will actually draw the shape to the canvas. stroke is used to draw an outlined shape, while fill is used to paint a solid shape.
Note: When calling the fill method, any open shapes will be closed automatically and it isn’t necessary to use the closePath method.
 

Example

<!DOCTYPE HTML>
<html>
    <head>
        <title>Canvas tutorial</title>
        <script>
            function draw(){
                var ctx = document.getElementById('canvas').getContext('2d');
                ctx.beginPath();
                ctx.moveTo(75, 50);
                ctx.lineTo(100, 75);
                ctx.lineTo(100, 25);
                ctx.fill();
            }
        </script>
    </head>
    <body onload="draw();">
        <canvas id="canvas" width="200" height="200">
        </canvas>
    </body>
</html>
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