I have a and canvas, which is drawn using:
context.lineWidth = 1;
context.strokeStyle = \"gray\
HTML:
<canvas class="canvas_hangman"></canvas>
JS:
function setUpCanvas(){
canvas = document.getElementsByClassName("canvas_hangman")[0];
ctx = canvas.getContext('2d');
ctx.translate(0.5, 0.5);
// Set display size (vw/vh).
var sizeWidth = 80 * window.innerWidth / 100,
sizeHeight = 100 * window.innerHeight / 100 || 766;
// console.log(sizeWidth, sizeHeight);
//Setting the canvas site and width to be responsive
canvas.width = sizeWidth;
canvas.height = sizeHeight;
canvas.style.width = sizeWidth;
canvas.style.height = sizeHeight;
}
window.onload = setUpCanvas();
This perfectly sets up your HTML canvas to draw on, in a responsive manner too:)
As @langpavel mentioned in a comment, the Mozilla website has example code for how to correct resolution in a canvas: https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
// Set display size (css pixels).
var size = 200;
canvas.style.width = size + "px";
canvas.style.height = size + "px";
// Set actual size in memory (scaled to account for extra pixel density).
var scale = window.devicePixelRatio; // Change to 1 on retina screens to see blurry canvas.
canvas.width = size * scale;
canvas.height = size * scale;
// Normalize coordinate system to use css pixels.
ctx.scale(scale, scale);
ctx.fillStyle = "#bada55";
ctx.fillRect(10, 10, 300, 300);
ctx.fillStyle = "#ffffff";
ctx.font = '18px Arial';
ctx.textAlign = 'center';
ctx.textBaseline = 'middle';
var x = size / 2;
var y = size / 2;
var textString = "I love MDN";
ctx.fillText(textString, x, y);
Even easier fix is to just use this:
context = canvas.context2d;
context.translate(0.5, 0.5);
From here on out your coordinates should be adjusted by that 0.5 pixel.
When drawing lines in canvas, you actually need to straddle the pixels. It was a bizarre choice in the API in my opinion, but easy to work with:
instead of this:
context.moveTo(10, 0);
context.lineTo(10, 30);
do this:
context.moveTo(10.5, 0);
context.lineTo(10.5, 30);
dive into HTML5's canvas chapter talks about this nicely
(look for the 'ASK PROFESSOR MARKUP' box about 1/4th of the way down)
in order to get rid of the blurryness you need to set the size of the canvas in two manners:
first withcanvas.width = yourwidthhere;
and canvas.height = yourheighthere;
second by setting the css attribute either by js or a stylesheet
I found that setting the canvas size in CSS caused my images to be displayed in a blurry manner.
Try this:
<canvas id="preview" width="640" height="260"></canvas>
as per my post: HTML Blurry Canvas Images