Canvas
<canvas id="myCanvas" width="200" height="600"></canvas> <script type="text/javascript"> var c=document.getElementById("myCanvas"); var cxt=c.getContext("2d"); cxt.fillStyle="#aaa"; cxt.fillRect(100,10,100,575); </script>
fillRect(px,py,x,y); //参数px,py是从画布左上角开始的坐标,x,y就是长和宽。
有一篇翻译的文章很不错:
https://developer.mozilla.org/zh-CN/docs/Canvas_tutorial/Using_images
<script type="text/javascript"> var c=document.getElementById("myCanvas"); var cxt=c.getContext("2d"); var img=new Image() img.src="flower.png" cxt.drawImage(img,0,0); </script>
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd"> <html> <head> <title> New Document </title> <meta name="Generator" content="EditPlus"> <meta name="Author" content=""> <meta name="Keywords" content=""> <meta name="Description" content=""> </head> <body> <ul> <li><img src="Firefox-logo.png"></img></li> <li><img src="Firefox-logo.png"></img></li> <li><img src="Firefox-logo.png"></img></li> <li><img src="Firefox-logo.png"></img></li> <li><img src="Firefox-logo.png"></img></li> <li><img src="Canvas_picture_frame.png" id="frame"></img></li> </ul> <script type="text/javascript"> <!-- function draw() { // Loop through all images for (i=0;i<document.images.length;i++){ // Don't add a canvas for the frame image if (document.images[i].getAttribute('id')!='frame'){ // Create canvas element canvas = document.createElement('CANVAS'); canvas.setAttribute('width',132); canvas.setAttribute('height',150); // Insert before the image document.images[i].parentNode.insertBefore(canvas,document.images[i]); ctx = canvas.getContext('2d'); // Draw image to canvas ctx.drawImage(document.images[i],15,20); // Add frame ctx.drawImage(document.getElementById('frame'),0,0); } } } window.onload=function(){ draw(); } //--> </script> </body> </html>