THE WORLD'S LARGEST WEB DEVELOPER SITE

# HTML Canvas Coordinates

## Canvas Coordinates

The HTML canvas is a two-dimensional grid.

The upper-left corner of the canvas has the coordinates (0,0)

In the previous chapter, you saw this method used: fillRect(0,0,150,75).

This means: Start at the upper-left corner (0,0) and draw a 150x75 pixels rectangle.

## Coordinates Example

Mouse over the rectangle below to see its x and y coordinates:

X
Y

## Draw a Line

To draw a straight line on a canvas, use the following methods:

• moveTo(x,y) - defines the starting point of the line
• lineTo(x,y) - defines the ending point of the line

To actually draw the line, you must use one of the "ink" methods, like stroke().

### Example

Your browser does not support the HTML5 canvas tag.

Define a starting point in position (0,0), and an ending point in position (200,100). Then use the stroke() method to actually draw the line:

var canvas = document.getElementById("myCanvas");
var ctx = canvas.getContext("2d");
ctx.moveTo(0, 0);
ctx.lineTo(200, 100);
ctx.stroke();
Try it Yourself »

## Draw a Circle

To draw a circle on a canvas, use the following methods:

• beginPath() - begins a path
• arc(x,y,r,startangle,endangle) - creates an arc/curve. To create a circle with arc(): Set start angle to 0 and end angle to 2*Math.PI. The x and y parameters define the x- and y-coordinates of the center of the circle. The r parameter defines the radius of the circle.

### Example

Your browser does not support the HTML5 canvas tag.

Define a circle with the arc() method. Then use the stroke() method to actually draw the circle:

var canvas = document.getElementById("myCanvas");
var ctx = canvas.getContext("2d");
ctx.beginPath();
ctx.arc(95, 50, 40, 0, 2 * Math.PI);
ctx.stroke();
Try it Yourself »