globalAlpha
property of the Canvas context makes objects
seem to be partially or fully transparent on HTML5 Canvas.
After globalAlpha is applied, it affects all drawing on the canvas.
The valid values for context.globalAlpha are numbers between 0.0 (transparent) and 1.0 (opaque), and they act as a percentage for the alpha value.
For example, a 50% alpha value would be coded like this:
context.globalAlpha = 0.5;
A 100% alpha (no transparency) would be coded like this:
context.globalAlpha = 1.0;
globalAlpha |
Yes | Yes | Yes | Yes | Yes |
context.globalAlpha=number;
Value | Description |
---|---|
number | The transparency value. Must be a number between 0.0 and 1.0. 0.0 means fully transparent. 1.0 means no transparancy. Default value is 1.0 |
The following code shows how to use globalAlpha
to
make an image transparent.
The image is like:
<!DOCTYPE html>
<html>
<body>
<canvas width="600" height="400"></canvas>
<script type='text/javascript'>
var img = new Image;
ctx = document.querySelector('canvas').getContext('2d');
ctx.globalAlpha = 0.1;<!--from ww w . j a v a 2 s . co m-->
img.onload=function(){
ctx.drawImage(img,0,0);
}
img.src = "http://www.java2s.com/style/download.png";
</script>
</body>
</html>
The code above is rendered as follows:
The following code shows how to change the transparency during the drawing.
<!DOCTYPE html>
<html>
<body>
<!--from w w w . j a v a2s . c o m-->
<canvas id="myCanvas" width="300" height="150"></canvas>
<script>
var c = document.getElementById("myCanvas");
var ctx = c.getContext("2d");
ctx.fillStyle = "red";
ctx.fillRect(20, 20, 75, 50);
//Turn transparency on
ctx.globalAlpha = 0.2;
ctx.fillStyle = "blue";
ctx.fillRect(50, 50, 75, 50);
//Change transparency
ctx.globalAlpha = 1;
ctx.fillStyle = "green";
ctx.fillRect(80, 80, 75, 50);
</script>
</body>
</html>
The code above is rendered as follows: