HTML and CSS Reference
In-Depth Information
Follow these steps:
1.
Open the
advert.html
file in your text editor.
2.
Create a
<canvas>
element above the
<script>
element that is 600 pixels wide and 150 pixels high.
Give this element the ID
adCanvas
.
<canvas id="adCanvas" width="600" height="150"></canvas>
<script src="adscript.js"></script>
3.
Download the
fallback.png
file from the book's website and place it in your
canvas-ad
folder. You can find this file in folder 2.
4.
Create a new
<img>
element within the
<canvas>
element for the fallback image.
<canvas id="adCanvas" width="600" height="150">
<img src="fallback.png" alt="Joe's Pizza Co. Advert"
width="600" height="150">
</canvas>
5.
Save the
advert.html
file.
That covers all the HTML code that you will be writing in this chapter. Now you need to get a reference to the can-
vas in your JavaScript code, using the following steps.
The code in this exercise can be found in folder 3.
1.
Open the
adscript.js
file in your text editor.
2.
Within the empty function block that you created earlier, create a new variable called
adCanvas
and ini-
tialize it by fetching the canvas from your HTML.
window.onload = function() {
var adCanvas = document.getElementById(“adCanvas");
}
3.
Now you need to check to see if the user's browser supports the Canvas API. Do this by creating an
if
statement that checks to see whether your new
adCanvas
variable has a
getContext
method. This is
similar to how you checked for geolocation support in Chapter 13.
window.onload = function() {
var adCanvas = document.getElementById(“adCanvas");
if (adCanvas.getContext) {
}
}
4.
Finally, you need to get a 2D drawing context. You will use this to draw onto the canvas. Create a new vari-
able called
ctx
and initialize it by calling
getContext(“2d”)
on your
adCanvas
variable. The
d