function Start() {
DrawViewDist();
DrawFoV();
}
function DrawFoV() {
var c = document.getElementById("roomCanvas1");
var ctx = c.getContext("2d");
ctx.strokeStyle = "#f0f";
ctx.lineWidth=1;
ctx.beginPath();
ctx.moveTo(150, 113);
ctx.lineTo(123,16);
ctx.stroke();
ctx.beginPath();
ctx.moveTo(150, 113);
ctx.lineTo(175,16);
ctx.stroke();
}
function DrawViewDist() {
var c = document.getElementById("roomCanvas1");
var ctx = c.getContext("2d");
ctx.strokeStyle = "#ff0";
ctx.lineWidth=1;
ctx.beginPath();
ctx.moveTo(150, 113);
ctx.lineTo(150,16);
ctx.stroke();
ctx.beginPath();
ctx.moveTo(1, 1);
ctx.lineTo(299,149);
ctx.stroke();
}
body {
background-color: #802828;
color: #fff;
}
#roomCanvas1 {
height: 600px;
width: 800px;
padding: 0;
border: 1px solid #0f0;
}
<!DOCTYPE html>
<html>
<head>
<title>Canvas Test</title>
</head>
<body onload="Start()">
<div id="main">
<canvas id="roomCanvas1">Your browser does not support HTML5 canvas drawings.</canvas>
</div>
</body>
</html>
I'm trying to draw lines using a canvas. The canvas is set to 800x600 and I have a 1 px border around it so I can see that it really IS 800x600 - but when I try to draw the lines, I have to pretend that the canvas is 300x150 in order to have the lines start/end in the right places. On top of that, the lines are much thicker than they should be - and they're blurry! I started with the code from W3Schools and just modified it. Everything works fine (using the same browser) in their TryIt editor so I can't imagine what the problem is.