Drawing a Logo in Html5

Drawing a Logo in Html5

The canvas element is a container element much like the script element.It’s a blank slate we can draw on.  We About to Make a Logo in Html5. there is some way to make this logo.We define a canvas with a width and height like this to Drawing a Logo in Html5:

<canvas id="my_canvas" width="150" height="150">
Fallback content here

Unfortunately, you can’t use CSS to control or alter the width and height of a canvas element without distorting the contents, so you need to decide on your canvas dimensions when you declare it To Drawing a Logo in Html5. We use JavaScript to put shapes on the canvas. Even if you provided fallback content to those browsers without the canvas element, you still need to prevent the JavaScript code from trying to manipulate it. Find the canvas by its ID, and see whether the browser supports the canvas’ get Context method to Drawing a Logo in Html5.

var canvas = document.getElementById('my_canvas');
if (canvas.getContext){
var context = canvas.getContext('2d');
// do something to show the canvas' hidden contents
// or let the browser display the text within the <canvas> element.

If we get a response from the get Context method to Drawing a Logo in Html5, we grab the 2D context for the canvas so we can add objects. If we don’t have a context, we need to devise a way to display the fallback content. Since we know that the canvas element requires JavaScript in order to work, we’re building a framework to handle fallbacks from the beginning. Once you Have the canvas’ context, you simply add elements to that
context. To add a red box, you set the fill color and then create the box to Drawing a Logo in Html5,
like this:

context.fillStyle = "rgb(200,0,0)" ;
context.fillRect (10, 10, 100, 100);

The canvas’s 2D context is a grid, with the top-left corner as the default origin. When you create a shape, you specify the starting X and Y coordinates and the width and height to Drawing a Logo in Html5.

Drawing a Logo in Html5

Drawing a Logo in Html5

Each shape is added onto its own layer, so you could create three boxes with a 10-pixel offset, like this for Drawing a Logo in Html5:

context.fillStyle = "rgb(200,0,0)" ;
context.fillRect (10, 10, 100, 100);
context.fillStyle = "rgb(0,200,0)" ;
context.fillRect (20, 20, 100, 100);
context.fillStyle = "rgb(0,0,200)" ;
context.fillRect (30, 30, 100, 100);

and they’ll stack on top of each other, like this  for  Drawing a Logo in Html5:

Drawing a Logo in Html5

Drawing a Logo in Html5

Now that you have an understanding of the basics of drawing, let’s put together the AwesomeCo logo Drawing the Logo The logo consists of a string of text, an angled path, a square, and a triangle. Let’s start by creating a new HTML5 document, adding a canvas element to the page, and then creating a JavaScript function for drawing the logo, which detects whether we can use the 2D canvas.

var drawLogo = function(){
var canvas = document.getElementById('logo');
var context = canvas.getContext('2d');

We invoke this method after first checking for the existence of the canvas element to Draw a Logo in Html5, like this:

var canvas = document.getElementById('logo');
if (canvas.getContext){

Notice here we’re using the jQuery function again to ensure that the event fires when the document is ready. We’re looking for an element on the page with the ID of logo, so we’d better make sure we add our canvas element to the document so it can be found, and our detection will work for Drawing a Logo in Html5.

<canvas id="logo" width="900" height="80">

Next, let’s add the “AwesomeCo” text to the canvas

Adding Text to Drawing a logo in Html5

Adding text to the canvas involves choosing a font, a font size, and an alignment, and then applying the text to the appropriate coordinates on the grid. W e can add the text “AwesomeCo” to our canvas like this:

context.font = 'italic 40px sans-serif';
context.textBaseline = 'top';
context.fillText('AwesomeCo', 60, 0);

Were defining the text type and setting its baseline, or vertical alignment, before we apply it to the canvas. Were using the fillText method so we get text that’s filled in with the fill color, and we’re setting it 60 pixels to the right so we can make room for the large triangle-shaped path we’ll draw next.
Drawing Lines for Create a Logo In Html5
We draw lines on the canvas by playing a game of “connect-the-dots.” We specify a starting point on the canvas grid and then specify additional points on the grid to move to. As we move around the canvas, the dots get connected, like this: W e use the beginPath() method to start drawing a line, and then we create our path, like this For Drawing a Logo in Html5:

context.lineWidth = 2;
context.moveTo(0, 40);
context.lineTo(30, 0);
context.lineTo(60, 40 );
context.lineTo(285, 40 );

When we’re all done moving around the canvas, we have to call the stroke method to draw the line and then call the closePath method to stop drawing. Now all that’s left is the box and triangle combination that sits within the big triangle Drawing a Logo in Html5.
Moving the Origin to Drawing a Logo in Html5
We need to draw a small square and triangle inside the larger triangle. When we draw shapes and paths, we can specify the X and Y coordinates from the origin at the top-left corner of the canvas, but we can also just move the origin to a new location. Let’s draw the smaller inner square by moving the origin Drawing a Logo in Html5.


Notice that before we move the origin, we call the save() method. This saves the previous state of the canvas so we can revert easily. It’s like a restore point, and you can think of it as a stack. Every time you call save(), you get a new entry. When we’re all done, we’ll call restore(), which will restore the top savepoint on the stack. Now let’s use paths to draw the inner triangle, but instead of using a stroke, we’ll use a fill to create the illusion that the triangle is “cutting into” the square Drawing a Logo in Html5 .

Adding Colors For Drawing A logo in Html5

Moving the Origin , on the previous page, you saw briefly how to set the stroke and fill color for the drawing tools. We could set the color of everything to red just by adding this code before we draw anything in  Html5:

context.fillStyle = "#f00" ;
But that’s a little boring. We can create gradients and assign those to strokes and fills like this:
// context.fillStyle = "#f00" ;
// context.strokeStyle = "#f00" ;
var gradient = context.createLinearGradient(0, 0, 0, 40);
gradient.addColorStop(0, '#a00'); // red
gradient.addColorStop(1, '#f00'); // red
context.fillStyle = gradient;
context.strokeStyle = gradient;

We just create a gradient object and set the color stops of the gradient. In this example, we’re just going between two shades of red, but we could do a rainbow if we wanted. 2 Note that we have to set the color of things before we draw them. At this point, our logo is complete, and we have a better understanding of how we draw simple shapes on the canvas. However, versions of Internet Explorer prior to IE9 don’t have any support for the canvas element. Let’s fix that.Google released a library called ExplorerCanvas 3 that makes most of the Canvas API available to Internet Explorer users. All we have to do is include this library on our page To  Drawing a Logo in Html5:

<!--[if lte IE 8]>
<script src="javascripts/excanvas.js"></script>

and things should work just fine in Internet Explorer—but they don’t work just yet for Drawing a Logo in Html5. At the time of writing, the most stable release doesn’t support adding text at all, and the version from the Subversion repository 4 doesn’t use the correct fonts. Also, there’s no support yet for adding gradients on strokes with this library. So, instead, we rely on other solutions, such as placing a PNG of the logo inside the canvas element, or we simply don’t use the canvas at all. Since this was just an exercise to show you how to draw, it’s not the end of the world if we can’t use this particular example in a cross-platform production system yet and We Draw a good Logo With Html5. And our Drawing a Logo in Html5 is Completed.