The beginPath()
method starts a path, or resets the current path.
After calling beginPath()
,
we can then use moveTo(), lineTo(), quadricCurveTo(), bezierCurveTo(), arcTo(),
and arc(), to create sub-paths.
We have to use the stroke()
method to actually draw the path on the canvas.
beginPath() |
Yes | Yes | Yes | Yes | Yes |
context.beginPath();
The following code shows how to use beginPath from canvas context.
<!DOCTYPE html>
<html>
<head>
<script type='text/javascript'>
window.onload=function(){<!--from w ww.j a v a 2 s .c o m-->
var canvas = document.getElementById('myCanvas');
var context = canvas.getContext('2d');
context.beginPath();
context.moveTo(10, 10);
context.lineTo(150, 50);
context.stroke();
}
</script>
</head>
<body>
<canvas id="myCanvas" width="578" height="200"></canvas>
</body>
</html>
The code above is rendered as follows:
The following code shows how to draw two paths on the canvas.
<!DOCTYPE html>
<html>
<body>
<canvas id="myCanvas" width="300" height="150"></canvas>
<script>
var c = document.getElementById("myCanvas");
var ctx = c.getContext("2d");
<!--from w w w .j a va 2 s .c o m-->
ctx.beginPath();
ctx.lineWidth = "5";
ctx.strokeStyle = "red"; // red path
ctx.moveTo(0, 75);
ctx.lineTo(350, 75);
ctx.stroke(); // Draw it
ctx.beginPath();
ctx.strokeStyle = "purple"; // Purple path
ctx.moveTo(50, 0);
ctx.lineTo(250, 130);
ctx.stroke(); // Draw it
</script>
</body>
</html>
The code above is rendered as follows: