Apr 07 2023
Getting Started with Konva.js: Drawing and Transforming Shapes on the Web Canvas
Konva.js is a 2D drawing library for web applications that utilizes the HTML5 Canvas API. It provides an easy-to-use interface for creating and manipulating shapes, images, and text on a canvas. In this blog post, we will explore the features of Konva.js and provide code examples to help you get started.
Installation
To use Konva.js in your web application, you need to include the Konva.js library in your HTML file. You can download Konva.js from the official website or install it using a package manager like npm.
Once you have the Konva.js library included in your project, you can start using its features.
Creating a Stage and Layer
The first step in using Konva.js is to create a stage and a layer. The stage represents the entire canvas, and the layer represents a single drawing surface on the canvas.
In the above code, we create a new stage with a width and height of 500 pixels and add it to the HTML element with the ID "container". Then we create a new layer and add it to the stage.
Creating Shapes
Konva.js provides several built-in shapes that you can use to create your drawings. Here are some examples:
In the above code, we create a rectangle, circle, line, and text using the built-in Konva.js shapes. We set the properties of each shape, such as its position, size, color, and stroke width. Then we add each shape to the layer using the add()
method and call the draw()
method to draw the layer on the canvas.
Transforming Shapes
Konva.js provides several methods to transform shapes, such as scaling, rotating, and moving. Here are some examples:
In the above code, we use the scale()
method to scale the rectangle by a factor of 2 in both the x and y directions. We use the rotate()
method to rotate the circle by 45 degrees. We use the move()
method to move the line by 50 pixels in both the x and y directions.