HTML canvas scale() Method
Example
Draw a rectangle, scale to 200%, then draw rectangle again:
JavaScript:
var c=document.getElementById("myCanvas");
var ctx=c.getContext("2d");
ctx.strokeRect(5,5,25,15);
ctx.scale(2,2);
ctx.strokeRect(5,5,25,15);
Try it yourself »
Browser Support
Internet Explorer 9, Firefox, Opera, Chrome, and Safari support the scale() method.
Note: Internet Explorer 8 and earlier versions, do not support the <canvas> element.
Definition and Usage
The scale() method scales the current drawing, bigger or smaller.
Note: If you scale a drawing, all future drawings will also be scaled. The positioning will also be scaled. If you scale(2,2); drawings will be positioned twice as far from the left and top of the canvas as you specify.
JavaScript syntax: | context.scale(scalewidth,scaleheight); |
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Parameter Values
Parameter | Description | Play it |
---|---|---|
scalewidth | Scales the width of the current drawing (1=100%, 0.5=50%, 2=200%, etc.) | Play it » |
scaleheight | Scales the height of the current drawing (1=100%, 0.5=50%, 2=200%, etc.) | Play it » |

More Examples
Example
Draw a rectangle, scale to 200%, draw rectangle again, scale to 200%, draw rectangle again, scale to 200%, draw rectangle again:
JavaScript:
var c=document.getElementById("myCanvas");
var ctx=c.getContext("2d");
ctx.strokeRect(5,5,25,15);
ctx.scale(2,2);
ctx.strokeRect(5,5,25,15);
ctx.scale(2,2);
ctx.strokeRect(5,5,25,15);
ctx.scale(2,2);
ctx.strokeRect(5,5,25,15);
Try it yourself »
