I want to draw a grid of 10 x 10 squares on a HTML5 canvas with number 1-100 displayed on the squares. Clicking a square should call a JavaScript function with the square\'s
As the accepted answer shows, doing this in HTML/CSS is easiest if this is all your design amounts to, but here's an example using canvas as an alternative for folks whose use case might make more sense in canvas (and to juxtapose against HTML/CSS).
The first step of the problem boils down to figuring out where in the canvas the user's mouse is, and that requires knowing the offset of the canvas element. This is the same as finding the mouse position in an element, so there's really nothing unique to canvas here in this respect. I'm using event.offsetX/Y to do this.
Drawing a grid on canvas amounts to a nested loop for rows and columns. Use a tileSize variable to control the step amount. Basic math lets you figure out which tile (coordinates and/or cell number) your mouse is in based on the width and height and row and column values. Use context.fill... methods to write text and draw squares. I've kept everything 0-indexed for sanity, but you can normalize this as a final step before display (don't mix 1-indexing in your logic, though).
Finally, add event listeners to the canvas element to detect mouse actions which will trigger re-computations of the mouse position and selected tile and re-renders of the canvas. I attached most of the logic to mousemove because it's easier to visualize, but the same code applies to click events if you choose.
Keep in mind that the below approach is not particularly performance-conscious; I only re-render when the cursor moves between cells, but partial re-drawing or moving an overlay to indicate the highlighted element would be faster (if available). There are a lot of micro-optimizations I've ignored. Consider this a proof-of-concept.
const drawGrid = (canvas, ctx, tileSize, highlightNum) => {
for (let y = 0; y < canvas.width / tileSize; y++) {
for (let x = 0; x < canvas.height / tileSize; x++) {
const parity = (x + y) % 2;
const tileNum = x + canvas.width / tileSize * y;
const xx = x * tileSize;
const yy = y * tileSize;
if (tileNum === highlightNum) {
ctx.fillStyle = "#f0f";
}
else {
ctx.fillStyle = parity ? "#555" : "#ffffd";
}
ctx.fillRect(xx, yy, tileSize, tileSize);
ctx.fillStyle = parity ? "#fff" : "#000";
ctx.fillText(tileNum, xx, yy);
}
}
};
const size = 10;
const canvas = document.createElement("canvas");
canvas.width = canvas.height = 200;
const ctx = canvas.getContext("2d");
ctx.font = "11px courier";
ctx.textBaseline = "top";
const tileSize = canvas.width / size;
const status = document.createElement("pre");
let lastTile = -1;
drawGrid(canvas, ctx, tileSize);
document.body.style.display = "flex";
document.body.style.alignItems = "flex-start";
document.body.appendChild(canvas);
document.body.appendChild(status);
canvas.addEventListener("mousemove", evt => {
event.target.style.cursor = "pointer";
const tileX = ~~(evt.offsetX / tileSize);
const tileY = ~~(evt.offsetY / tileSize);
const tileNum = tileX + canvas.width / tileSize * tileY;
if (tileNum !== lastTile) {
lastTile = tileNum;
ctx.clearRect(0, 0, canvas.width, canvas.height);
drawGrid(canvas, ctx, tileSize, tileNum);
}
status.innerText = ` mouse coords: {${evt.offsetX}, ${evt.offsetX}}
tile coords : {${tileX}, ${tileY}}
tile number : ${tileNum}`;
});
canvas.addEventListener("click", event => {
status.innerText += "\n [clicked]";
});
canvas.addEventListener("mouseout", event => {
drawGrid(canvas, ctx, tileSize);
status.innerText = "";
lastTile = -1;
});