Easy to use HTML5 canvas drawing library. The point is wrapping the canvas functions into a readable, OOP format, so you don't need to write 3 lines of code for one blue line.
To use it, just
<script src="./draw.js"></script>
Or pull it from the raw GitHub source
<script src="https://rawgit.com/RazorSh4rk/DrawJS/master/draw.js"></script>
Use the minified versions in production. The first url will be stable, but changes are reflected slower, it is the one recommended for high traffic sites.
<script src="https://cdn.rawgit.com/RazorSh4rk/DrawJS/8fe13774/draw.min.js"></script>
<script src="https://rawgit.com/RazorSh4rk/DrawJS/master/draw.min.js"></script>
Check the documentation for more info about the built in functions.
Drawing a cute animal is just 10 lines of code:
<canvas id="c"></canvas>
let d = new DrawJS('c')
d.circle(250, 250, 100, 'yellow', true)
var ear0=[
new Vertex(240, 150),
new Vertex(200, 100),
new Vertex(150, 250)
]
var ear1=[
new Vertex(260, 150),
new Vertex(300, 100),
new Vertex(350, 250)
]
//Draw the ears
d.polygon(ear0, 'yellow', true)
d.polygon(ear1, 'yellow', true)
//Draw the kawaii anime eyes (✧ω✧)
d.circle(210, 230, 15, 'black', true)
d.point(200, 225, 'white')
d.circle(290, 230, 15, 'black', true)
d.point(280, 225, 'white')