--- title: CanvasRenderingContext2D.shadowOffsetX slug: Web/API/CanvasRenderingContext2D/shadowOffsetX translation_of: Web/API/CanvasRenderingContext2D/shadowOffsetX --- <div>{{APIRef}}</div> <p><code><strong>CanvasRenderingContext2D</strong></code><strong><code>.shadowOffsetX</code></strong> 是 Canvas 2D API 描述阴影水平偏移距离的属性。</p> <h2 id="Syntax">Syntax</h2> <pre class="syntaxbox"><var><em>ctx</em>.shadowOffsetX = offset;</var> </pre> <dl> <dt><code>offset</code></dt> <dd>阴影水平偏移距离的float类型的值。默认值是 0。 {{jsxref("Infinity")}} 或者{{jsxref("NaN")}}都会被忽略。</dd> </dl> <h2 id="示例">示例</h2> <h3 id="Using_the_shadowOffsetX_property" name="Using_the_shadowOffsetX_property">使用 <code>shadowOffsetX</code> 属性</h3> <p>这是一段简单的代码片段,使用 <code>shadowOffsetX</code> 属性设置阴影的水平偏移量。注意:将shadowColor属性设置成不透明,阴影才会被绘制。</p> <h4 id="HTML">HTML</h4> <pre class="brush: html"><canvas id="canvas"></canvas> </pre> <h4 id="JavaScript">JavaScript</h4> <pre class="brush: js">var canvas = document.getElementById("canvas"); var ctx = canvas.getContext("2d"); ctx.shadowColor = "black"; ctx.shadowOffsetX = 10; ctx.shadowBlur = 10; ctx.fillStyle = "green"; ctx.fillRect(10, 10, 100, 100); </pre> <p>修改下面的代码并在线查看 canvas 的变化:</p> <div class="hidden"> <h6 id="Playable_code" name="Playable_code">Playable code</h6> <pre class="brush: html"><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.shadowColor = "black"; ctx.shadowOffsetX = 10; ctx.shadowBlur = 10; ctx.fillStyle = "green"; ctx.fillRect(10, 10, 100, 100);</textarea> </pre> <pre class="brush: js">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('Playable_code', 700, 360) }}</p> <h2 id="规范描述">规范描述</h2> <table class="standard-table"> <tbody> <tr> <th scope="col">Specification</th> <th scope="col">Status</th> <th scope="col">Comment</th> </tr> <tr> <td>{{SpecName('HTML WHATWG', "scripting.html#dom-context-2d-shadowoffsetx", "CanvasRenderingContext2D.shadowOffsetX")}}</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.shadowOffsetX")}} <h2 id="参见">参见</h2> <ul> <li>接口定义,{{domxref("CanvasRenderingContext2D")}}.</li> <li>{{domxref("CanvasRenderingContext2D.shadowOffsetY")}}</li> <li>{{domxref("CanvasRenderingContext2D.shadowColor")}}</li> <li>{{domxref("CanvasRenderingContext2D.shadowBlur")}}</li> </ul>