--- title: CanvasRenderingContext2D.fillRect() slug: Web/API/CanvasRenderingContext2D/fillRect translation_of: Web/API/CanvasRenderingContext2D/fillRect --- <div>{{APIRef}}</div> <p><code><strong>CanvasRenderingContext2D</strong></code><strong><code>.fillRect()</code></strong> 是Canvas 2D API 绘制填充矩形的方法。当前渲染上下文中的<code>fillStyle</code> 属性决定了对这个矩形对的填充样式。<br> <br> 这个方法是直接在画布上绘制填充,并不修改当前路径,所以在这个方法后面调用 {{domxref("CanvasRenderingContext2D.fill()", "fill()")}} 或者{{domxref("CanvasRenderingContext2D.stroke()", "stroke()")}}方法并不会对这个方法有什么影响。</p> <h2 id="语法">语法</h2> <pre class="syntaxbox notranslate">void <var><em>ctx</em>.fillRect(x, y, width, height);</var> </pre> <p><code>fillRect()</code>方法绘制一个填充了内容的矩形,这个矩形的开始点(左上点)在<code>(x, y)</code> ,它的宽度和高度分别由<code>width</code> 和 <code>height</code> 确定,填充样式由当前的<code>fillStyle</code> 决定。</p> <h3 id="参数">参数</h3> <dl> <dt><code>x</code></dt> <dd>矩形起始点的 x 轴坐标。</dd> <dt><code>y</code></dt> <dd>矩形起始点的 y 轴坐标。</dd> <dt><code>width</code></dt> <dd>矩形的宽度。</dd> <dt><code>height</code></dt> <dd>矩形的高度。</dd> </dl> <h2 id="示例">示例</h2> <h3 id="一个填充矩形的例子">一个填充矩形的例子</h3> <p>这个例子使用<code>fillRect()</code>方法绘制了一个用绿色填充的矩形。</p> <h4 id="HTML">HTML</h4> <pre class="brush: html notranslate"><canvas id="canvas"></canvas> </pre> <h4 id="JavaScript">JavaScript</h4> <p>下面绘制的矩形左上顶点在(20, 10),宽高分别是150和100像素。</p> <pre class="notranslate">const canvas = document.getElementById('canvas'); const ctx = canvas.getContext('2d'); ctx.fillStyle = 'green'; ctx.fillRect(20, 10, 150, 100);</pre> <h4 id="结果">结果</h4> <div class="hidden"> <h6 id="Playable_code">Playable code</h6> <pre class="brush: html notranslate"><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 = "green"; ctx.fillRect(10, 10, 100, 100);</textarea> </pre> <pre class="brush: js notranslate">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); </pre> </div> <p>{{ EmbedLiveSample('A_simple_filled_rectangle', 700, 180) }}</p> <h3 id="填充整个画布">填充整个画布</h3> <p>下面这个代码片段使用本方法填充了整个画布。这样做通常的目的是在开始绘制其他内容前设置一个背景。为了达到这样的效果,需要让填充的范围和画布的范围相同,需要访问{{HtmlElement("canvas")}}元素的<code>width</code> 和 <code>height</code> 属性。</p> <pre class="notranslate">const canvas = document.getElementById('canvas'); const ctx = canvas.getContext('2d'); ctx.fillRect(0, 0, canvas.width, canvas.height);</pre> <h2 id="规范描述">规范描述</h2> <table class="standard-table"> <tbody> <tr> <th scope="col">规范</th> <th scope="col">状态</th> <th scope="col">备注</th> </tr> <tr> <td>{{SpecName('HTML WHATWG', "scripting.html#dom-context-2d-fillrect", "CanvasRenderingContext2D.fillRect")}}</td> <td>{{Spec2('HTML WHATWG')}}</td> <td></td> </tr> </tbody> </table> <h2 id="浏览器兼容性">浏览器兼容性</h2> {{Compat("api.CanvasRenderingContext2D.fillRect")}} <h2 id="参见">参见</h2> <ul> <li>接口定义,{{domxref("CanvasRenderingContext2D")}}</li> <li>{{domxref("CanvasRenderingContext2D.fillStyle")}}</li> <li>{{domxref("CanvasRenderingContext2D.clearRect()")}}</li> <li>{{domxref("CanvasRenderingContext2D.strokeRect()")}}</li> </ul>