The CanvasRenderingContext2D.fillStyle property of the Canvas 2D API specifies the color or style to use inside shapes. The default is #000 (black).
See also the chapter Applying styles and color in the Canvas Tutorial.
Syntax
ctx.fillStyle = color; ctx.fillStyle = gradient; ctx.fillStyle = pattern;
Options
- color
- A DOMStringparsed as CSS<color>value.
- gradient
- A CanvasGradientobject (a linear or radial gradient).
- pattern
- A CanvasPatternobject (a repetitive image).
Examples
Using the fillStyle property to set a different color
This is just a simple code snippet using the fillStyle property to set a different color.
HTML
<canvas id="canvas"></canvas>
JavaScript
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
ctx.fillStyle = 'blue';
ctx.fillRect(10, 10, 100, 100);
Edit the code below and see your changes update live in the canvas:
Playable code
<canvas id="canvas" width="400" height="200" class="playable-canvas"></canvas> <div class="playable-buttons"> <input id="edit" type="button" value="Edit" /> <input id="reset" type="button" value="Reset" /> </div> <textarea id="code" class="playable-code"> ctx.fillStyle = 'blue'; ctx.fillRect(10, 10, 100, 100);</textarea>
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
var textarea = document.getElementById('code');
var reset = document.getElementById('reset');
var edit = document.getElementById('edit');
var code = textarea.value;
function drawCanvas() {
  ctx.clearRect(0, 0, canvas.width, canvas.height);
  eval(textarea.value);
}
reset.addEventListener('click', function() {
  textarea.value = code;
  drawCanvas();
});
edit.addEventListener('click', function() {
  textarea.focus();
})
textarea.addEventListener('input', drawCanvas);
window.addEventListener('load', drawCanvas);
A fillStyle example with for loops
In this example, we use two for loops to draw a grid of rectangles, each in a different color. The resulting image should look something like the screenshot. There is nothing too spectacular happening here. We use the two variables i and j to generate a unique RGB color for each square, and only modify the red and green values. The blue channel has a fixed value. By modifying the channels, you can generate all kinds of palettes. By increasing the steps, you can achieve something that looks like the color palettes Photoshop uses.
<canvas id="canvas" width="150" height="150"></canvas>
var ctx = document.getElementById('canvas').getContext('2d');
for (var i = 0; i < 6; i++){
  for (var j = 0; j < 6; j++){
    ctx.fillStyle = 'rgb(' + Math.floor(255 - 42.5 * i) + ',' +
                     Math.floor(255 - 42.5 * j) + ',0)';
    ctx.fillRect(j * 25, i * 25, 25, 25);
  }
}
The result looks like this:
| Screenshot | Live sample | 
|---|---|
|  | 
Specifications
| Specification | Status | Comment | 
|---|---|---|
| WHATWG HTML Living Standard The definition of 'CanvasRenderingContext2D.fillStyle' in that specification. | Living Standard | 
Browser compatibility
| Feature | Chrome | Edge | Firefox (Gecko) | Internet Explorer | Opera | Safari | 
|---|---|---|---|---|---|---|
| Basic support | (Yes) | (Yes) | (Yes) | (Yes) | (Yes) | (Yes) | 
| Feature | Android | Chrome for Android | Edge | Firefox Mobile (Gecko) | IE Mobile | Opera Mobile | Safari Mobile | 
|---|---|---|---|---|---|---|---|
| Basic support | (Yes) | (Yes) | (Yes) | (Yes) | (Yes) | (Yes) | (Yes) | 
WebKit/Blink-specific notes
- In WebKit- and Blink-based browsers, a non-standard and deprecated method ctx.setFillColor()is implemented besides this property.setFillColor(color, optional alpha); setFillColor(grayLevel, optional alpha); setFillColor(r, g, b, a); setFillColor(c, m, y, k, a); 
See also
- The interface defining it, CanvasRenderingContext2D
- CanvasGradient
- CanvasPattern