Konva is an HTML5 Canvas JavaScript framework that enables high performance animations, transitions, node nesting, layering, filtering, caching, event handling for desktop and mobile applications, and much more.
You can draw things onto the stage, add event listeners to them, move them, scale them, and rotate them independently from other shapes to support high performance animations, even if your application uses thousands of shapes. Served hot with a side of awesomeness.
This repository began as a GitHub fork of ericdrowell/KineticJS.
- Visit: The Home Page and follow on Twitter
- Discover: Tutorials, API Documentation
- Help: StackOverflow, Chat
<script src="https://unpkg.com/konva@3.1.0/konva.js"></script>
<div id="container"></div>
<script>
var stage = new Konva.Stage({
container: 'container',
width: window.innerWidth,
height: window.innerHeight
});
// add canvas element
var layer = new Konva.Layer();
stage.add(layer);
// create shape
var box = new Konva.Rect({
x: 50,
y: 50,
width: 100,
height: 50,
fill: '#00D2FF',
stroke: 'black',
strokeWidth: 4,
draggable: true
});
layer.add(box);
layer.draw();
// add cursor styling
box.on('mouseover', function() {
document.body.style.cursor = 'pointer';
});
box.on('mouseout', function() {
document.body.style.cursor = 'default';
});
</script>
Konva supports UMD loading. So you can use all possible variants to load the framework into your project:
<script src="https://unpkg.com/konva@3.1.0/konva.js"></script>
You can use CDN: https://unpkg.com/konva@3.1.0/konva.js
define(['./konva'], function(Konva) {
// your code
});
npm install konva --save
// old way
var Konva = require('konva');
// modern way
import Konva from 'konva';
// typescript
import * as Konva from 'konva';
import Konva from 'konva/lib/Core';
// now you have Konva object with Stage, Layer, FastLayer, Group, Shape and some additional utils function.
// Also core currently already have support for drag&drop and animations.
// BUT there are no shapes (rect, circle, etc), no filters.
// but you can simply add anything you need:
import { Rect } from 'konva/lib/shapes/Rect';
// importing a shape will automatically inject it into Konva object
var rect1 = new Rect();
// or:
var shape = new Konva.Rect();
// for filters you can use this:
import { Blur } from 'konva/lib/filters/Blur';
We are using node-canvas to create canvas element. Please check installation instructions for it. Then just run
npm install konva-node
Then in you javascript file you will need to use
const Konva = require('konva-node');
See file konva-node/demo.js
file in this repo as a sample.
See CHANGELOG.md.
To make a full build run npm run build
. The command will compile all typescript files, combine then into one bundle and run minifier.
Konva uses Mocha for testing.
- If you need run test only one time run
npm run test
. - While developing it is easy to use
npm start
. Just run it and go to http://localhost:8080/test/runner.html. The watcher will rebuild the bundle on any change.
Konva is covered with hundreds of tests and well over a thousand assertions. Konva uses TDD (test driven development) which means that every new feature or bug fix is accompanied with at least one new test.
Run npx gulp api
which will build the documentation files and place them in the api
folder.
I'd be happy to review any pull requests that may better the Konva project,
in particular if you have a bug fix, enhancement, or a new shape (see src/shapes
for examples). Before doing so, please first make sure that all of the tests pass (gulp lint test
).