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
DOMString
parsed as CSS<color>
value. gradient
- A
CanvasGradient
object (a linear or radial gradient). pattern
- A
CanvasPattern
object (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