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  1. Web
  2. Web APIs
  3. CanvasRenderingContext2D
  4. createPattern()

CanvasRenderingContext2D: createPattern() method

Baseline Widely available

This feature is well established and works across many devices and browser versions. It’s been available across browsers since July 2015.

TheCanvasRenderingContext2D.createPattern() method of the Canvas 2D API creates a pattern using the specified image and repetition.This method returns aCanvasPattern.

This method doesn't draw anything to the canvas directly.The pattern it creates must be assigned to theCanvasRenderingContext2D.fillStyle orCanvasRenderingContext2D.strokeStyle properties, after which it is applied to any subsequent drawing.

Syntax

js
createPattern(image, repetition)

Parameters

image

An image to be used as the pattern's image.It can be any of the following:

repetition

A string indicating how to repeat the pattern's image.Possible values are:

  • "repeat" (both directions)
  • "repeat-x" (horizontal only)
  • "repeat-y" (vertical only)
  • "no-repeat" (neither direction)

Anull value is treated the same as the empty string (""): both are synonyms of"repeat".

Return value

An opaqueCanvasPattern describing a pattern.

If theimage is not fully loaded (HTMLImageElement.complete isfalse), thennull is returned.

Examples

Creating a pattern from an image

This example uses thecreatePattern() method to create aCanvasPattern with a repeating source image.Once created, the pattern is assigned to the canvas context's fill style and applied to a rectangle.

The original image looks like this:

A flowery pattern

HTML

html
<canvas width="300" height="300"></canvas>

JavaScript

js
const canvas = document.getElementById("canvas");const ctx = canvas.getContext("2d");const img = new Image();img.src = "canvas_create_pattern.png";// Only use the image after it's loadedimg.onload = () => {  const pattern = ctx.createPattern(img, "repeat");  ctx.fillStyle = pattern;  ctx.fillRect(0, 0, 300, 300);};

Creating a pattern from a canvas

In this example we create a pattern from the contents of an offscreen canvas.We then apply it to the fill style of our primary canvas, and fill that canvas with the pattern.

JavaScript

js
// Create a pattern, offscreenconst patternCanvas = document.createElement("canvas");const patternContext = patternCanvas.getContext("2d");// Give the pattern a width and height of 50patternCanvas.width = 50;patternCanvas.height = 50;// Give the pattern a background color and draw an arcpatternContext.fillStyle = "#ffeecc";patternContext.fillRect(0, 0, patternCanvas.width, patternCanvas.height);patternContext.arc(0, 0, 50, 0, 0.5 * Math.PI);patternContext.stroke();// Create our primary canvas and fill it with the patternconst canvas = document.createElement("canvas");const ctx = canvas.getContext("2d");const pattern = ctx.createPattern(patternCanvas, "repeat");ctx.fillStyle = pattern;ctx.fillRect(0, 0, canvas.width, canvas.height);// Add our primary canvas to the webpagedocument.body.appendChild(canvas);

Result

Specifications

Specification
HTML
# dom-context-2d-createpattern-dev

Browser compatibility

See also

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