If you're drawing the all the shapes using ctx.fill()
, you can just call ctx.stroke()
before each call to ctx.fill()
. This will result in a line of width ctx.lineWidth/2
, since half of the line will be covered by the shape itself. However, his won't work for other methods such as ctx.drawImage()
or ctx.putImageData()
. Please specify how exactly you're drawing these shapes to the canvas to receive some more detailed help.
Edit: I think you can use the solution you already mentioned, you just need to make the non-black part of your image transparent. You can do this by editing the the imageData of the canvas:
var ctx = canvas.getContext("2d");
var imageData = ctx.getImageData(0,0,canvas.width,canvas.height);
for (let i=0;i<imageData.data.length;i+=4){
if (shouldBeTransparent(imageData.data[i],imageData.data[i+1],imageData.data[i+2]){
imageData.data[i+3] = 0;
}
}
ctx.putImageData(imageData,0,0);
function shouldBeTransparent(r,g,b){
return r!=0||g!=0||b!=0;
}
This will make all pixels that are not entirely black transparent, so you can continue with the method you already mentioned.