Project: Build Canvas Drawing (JS, HTML)

Learn how to draw on HTML5 Canvas using JavaScript in just 1 hour. You’ll build a complete mini drawing app with color selection, brush size control, freehand drawing, and the ability to download your artwork as an image.

Ramanpal Singhby Ramanpal Singh
1 modules
13 lessons
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Project: Build Canvas Drawing (JS, HTML)

What You'll Learn

Set up and size an HTML5 <canvas> properly for crisp drawing
Understand the Canvas 2D context and how drawing coordinates work
Draw lines, shapes, and paths using core Canvas APIs
Build a mini drawing app with freehand pencil drawing
Add a color picker and quick color presets
Control brush size (pencil width) with a slider
Add an eraser mode and clear canvas option
Improve drawing smoothness using mouse events and path logic
Draw and style text on the canvas
Load and place images on the canvas
Export and download your artwork as a PNG/JPG
Organize code so the project is easy to upgrade later

Course Content

1 modules • 13 lessons
1.1Introduction

In this introduction lesson, you will get a quick overview of what HTML5 Canvas is and what you are going to build, a complete mini drawing app using JavaScript. We will preview the final features (freehand drawing, color selection, brush size control, eraser and clear options, and downloading your artwork as an image), then walk through the course roadmap so you know exactly what comes next and why each step matters. By the end of this lesson, you will understand how Canvas works at a high level and you will be ready to start setting up the canvas and writing your first drawing code.

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1.2Dev Setup

In this lesson (Dev Setup), you will set up your workspace so you can build and test your Canvas drawing app smoothly. We will create a clean project folder structure, add the HTML, CSS, and JavaScript files, and set up the <canvas> element with the right size. You will also connect your files properly, run the project using a simple local server (like VS Code Live Server), and use browser DevTools to debug faster. By the end of this lesson, your environment will be ready, your canvas will display correctly, and you will be set up to start drawing with JavaScript in the next lesson.

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1.3Canvas Basics

In this lesson (Canvas Basics), you will learn the core concepts of the HTML5 Canvas and how drawing works with the Canvas 2D API. We will cover how to select the canvas in JavaScript, get the 2d context, and understand the coordinate system (x and y). You will draw your first shapes and lines, learn how fills and strokes work, and explore key properties like color, line width, and line caps. You will also learn how clearing and redrawing works, which is important for interactive apps. By the end of this lesson, you will understand the canvas workflow and be ready to build the real drawing tool with mouse controls next.

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1.4Canvas Dimensions

In this lesson (Canvas Dimensions), you will learn how to size your canvas the right way so drawings look sharp and accurate on every screen. We will cover the difference between the canvas element’s CSS size and its actual drawing resolution (width and height attributes), how scaling can make drawings look blurry, and how to handle high-DPI screens for crisp lines. You will also learn how to resize the canvas without breaking your drawing experience, and how to keep mouse coordinates lined up with the canvas correctly. By the end of this lesson, your canvas will be properly sized, responsive, and ready for smooth, precise drawing.

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1.5Drawing Shapes

In this lesson (Drawing Shapes), you will learn how to draw common shapes on the HTML5 canvas using JavaScript. We will cover rectangles, lines, circles, and custom shapes using paths. You will learn the difference between fill and stroke, how to control colors, thickness, and edges, and how to use beginPath(), moveTo(), lineTo(), and arc() to create clean drawings. We will also practice combining shapes to build simple graphics. By the end of this lesson, you will be able to draw and style basic and custom shapes confidently using the Canvas 2D API.

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1.6Drawing Arc

In this lesson (Drawing Arc), you will learn how to draw circles and curved shapes on the HTML5 canvas using the arc() method. We will cover the arc syntax, center point, radius, start and end angles (in radians), and how clockwise and anticlockwise drawing works. You will practice drawing full circles, half circles, and quarter arcs, and learn how to combine arcs with lines to create custom shapes. We will also style arcs using strokeStyle, fillStyle, and lineWidth. By the end of this lesson, you will be able to draw smooth circles and arcs confidently and use them in real projects like buttons, loaders, and creative illustrations.

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1.7Adding Text

In this lesson (Adding Text), you will learn how to draw and style text on the HTML5 canvas using JavaScript. We will cover fillText() and strokeText(), how to set font size and family with the font property, and how to control alignment using textAlign and textBaseline. You will also learn how to measure text width with measureText() so you can position text accurately, like centering labels or creating titles. By the end of this lesson, you will be able to place clean, readable text on the canvas and style it to match your drawing app design.

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1.8Images in Canvas

In this lesson (Images in Canvas), you will learn how to load and draw images on the HTML5 canvas using JavaScript. We will cover how to create an Image() object, wait for it to load properly, and draw it using drawImage(). You will learn how to control image position and size, crop parts of an image, and place images accurately on the canvas. We will also touch on common issues like broken paths and why images must finish loading before you draw them. By the end of this lesson, you will be able to add logos, backgrounds, stickers, or reference images to your canvas project confidently.

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1.9Back to HTML

In this lesson (Back to HTML), you will build the HTML layout for your canvas drawing project so the app has real controls, not just a blank canvas. We will create the page structure with the <canvas> area and a simple toolbar that includes a color picker, brush size slider, clear button, eraser toggle (optional), and a download button placeholder. You will also set up clean labels and IDs so JavaScript can connect to each control easily. By the end of this lesson, your drawing app will have a complete HTML UI that is ready to wire up with JavaScript in the next steps.

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1.10Canvas Drawer Project

In this lesson (Canvas Drawer Project), you will start building the real drawing tool and connect everything into a working mini app. We will wire up mouse events to draw freehand strokes on the canvas, track when the user starts and stops drawing, and draw smooth lines as the mouse moves. You will also connect the toolbar controls, color picker and brush size slider, so users can change ink color and pencil width in real time. By the end of this lesson, you will have a functional canvas drawing app where users can draw freely, adjust brush settings, and see instant results on the screen.

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1.11Canvas Commands

In this lesson (Canvas Commands), you will learn the most important Canvas 2D drawing commands and what each one actually does, so you can draw with full control instead of guessing. We will cover core commands like beginPath(), moveTo(), lineTo(), stroke(), fill(), closePath(), and clearRect(), plus styling controls like strokeStyle, fillStyle, lineWidth, lineCap, and lineJoin. You will also learn the right order to use these commands so your drawings do not look broken or inconsistent. By the end of this lesson, you will understand the key canvas commands clearly and use them confidently to build cleaner shapes, smoother lines, and better drawing behavior in your app.

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1.12Save and Clear Image

n this lesson (Save and Clear Image), you will add two must-have features to your drawing app, clearing the canvas and downloading your artwork as an image. We will build a clear button that wipes the canvas clean using clearRect() (and resets the background if you use one). Then you will add a save feature using toDataURL() so users can export their drawing as a PNG image and download it with one click. By the end of this lesson, your canvas app will let users reset their work instantly and save their final drawings to their device like a real drawing tool.

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1.13Code Review

In this lesson (Code Review), you will go through the complete Canvas drawing project code and understand how every part works together. We will review the HTML structure (canvas and toolbar controls), the CSS styling for a clean layout, and the JavaScript logic that powers drawing, brush color, brush size, and mouse events. We will also review how the clear and save features work, and highlight common improvements like smoother strokes, better resizing, and cleaner code organization. By the end of this lesson, you will feel confident reading the full project, debugging issues quickly, and customizing the drawing app with your own features.

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Requirements

  • HTML, JS, CSS Basics

Frequently Asked Questions

Who is this course for?
Web developers, beginners in canvas, and anyone who wants to create interactive drawing features in the browser.
Do I need experience with Canvas already?
No. You only need basic HTML, CSS, and JavaScript. The course starts from canvas setup and builds up step by step.
What will I build in this project?
A mini drawing application where users can draw freely, change colors, adjust brush size, erase, clear the canvas, and download the final artwork as an image.
Does the course include source code?
Yes, complete source code and resources are included so you can follow along and customize your own version.
Will this work on both mouse and touch devices?
The main build focuses on mouse input. You can easily extend it to touch support after learning the core logic.
What can I do after finishing the course?
You can add drawing features to websites, build kids’ sketch apps, annotation tools, signature pads, simple whiteboards, or creative canvas-based projects.

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13 lessons
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This Course Includes

Video lessons
Interactive quizzes
Text lessons
Downloadable resources

Instructor

Ramanpal Singh

Ramanpal Singh

Ramanpal Singh Is the founder of Promptslove, kwebby and copyrocket ai. He has 10+ years of experience in web development and web marketing specialized in SEO. He has his own youtube channel and active on social media platform.