How to Make a Drawing App Using JavaScript


Code Preview:




HTML Code:

<!DOCTYPE html>
<html lang="en">
<head>
    <meta charset="UTF-8">
    <meta http-equiv="X-UA-Compatible" content="IE=edge">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <link rel="stylesheet" href="Drawing.css">
    <title>AJ Blogs</title>
</head>
<body>
    <canvas id="canvas"></canvas>
    <div class="nav">
        <!-- We will be accessing the data-clr in JavaScript -->
        <div class="clr" data-clr="#000"></div>
        <div class="clr" data-clr="#EF626C"></div>
        <div class="clr" data-clr="#fdec03"></div>
        <div class="clr" data-clr="#24d102"></div>
        <div class="clr" data-clr="#fff"></div>
        <div class="clr" data-clr="#red"></div>
        <button class="clear">Clear</button>
        <button class="save">Save</button>
    </div>

    <script src="main.js"></script>
</body>
</html>

CSS Code:

*{
    margin: 0;
    padding: 0;
}

.nav{
    width: 350px;
    height: 50px;
    position: fixed;
    top: 0;
    left: 50%;
    transform: translateX(-50%);
    display: flex;
    align-items: center;
    justify-content: space-around;
    opacity: .3;
    transition: opacity .5s;
}
.nav:hover{
    opacity: 1;
}

.clr{
    height: 30px;
    width: 30px;
    background-color: blue;
    border-radius: 50%;
    border: 3px solid rgb(214, 214, 214);
    transition: transform .5s;
}
.clr:hover{
    transform: scale(1.2);
}
.clr:nth-child(1){
    background-color: #000;
}
.clr:nth-child(2){
    background-color: #EF626C;
}
.clr:nth-child(3){
    background-color: #fdec03;
}
.clr:nth-child(4){
    background-color: #24d102;
}
.clr:nth-child(5){
    background-color: #fff;
}
.clr:nth-child(6){
    background-color: rgb(255, 0, 0);
}

button{
    border: none;
    outline: none;
    padding: .6em 1em;
    border-radius: 3px;
    background-color: #03bb56;
    color: #fff;
}
.save{
    background-color: #0f65d4;
}

JavaScript Code:

const canvas = document.getElementById("canvas")
canvas.height = window.innerHeight
canvas.width = window.innerWidth

const ctx = canvas.getContext("2d")

let prevX = null
let prevY = null

ctx.lineWidth = 5

let draw = false

let clrs = document.querySelectorAll(".clr")
clrs = Array.from(clrs)
clrs.forEach(clr => {
    clr.addEventListener("click", () => {
        ctx.strokeStyle = clr.dataset.clr
    })
})

let clearBtn = document.querySelector(".clear")
clearBtn.addEventListener("click", () => {
    ctx.clearRect(0, 0, canvas.width, canvas.height)
})

// Saving drawing as image
let saveBtn = document.querySelector(".save")
saveBtn.addEventListener("click", () => {
    let data = canvas.toDataURL("imag/png")
    let a = document.createElement("a")
    a.href = data
    // what ever name you specify here
    // the image will be saved as that name
    a.download = "sketch1.png"
    a.click()
})

window.addEventListener("mousedown", (e) => draw = true)
window.addEventListener("mouseup", (e) => draw = false)

window.addEventListener("mousemove", (e) => {
    if(prevX == null || prevY == null || !draw){
        prevX = e.clientX
        prevY = e.clientY
        return
    }

    let currentX = e.clientX
    let currentY = e.clientY

    ctx.beginPath()
    ctx.moveTo(prevX, prevY)
    ctx.lineTo(currentX, currentY)
    ctx.stroke()

    prevX = currentX
    prevY = currentY
})


Codepen : 

See the Pen Simple Drawing App by Arth Jani (@AJBlogsTech) on CodePen.

Post a Comment

Previous Post Next Post
Best Programming Books

Facebook

AJ Facebook
Checkout Our Facebook Page
AJ Blogs
Checkout Our Instagram Page