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CanvasRenderingContext2D.arc

The CanvasRenderingContext2D.arc() method of the Canvas 2D API adds a circular arc to the current sub-path.

Note: Want to draw a circle? The arc() method is the best way. Simply specify a start angle of 0 radians (0°) and an end angle of 2π radians (360°).

Syntax

void ctx.arc(x, y, radius, startAngle, endAngle [, anticlockwise]);

The arc() method creates a circular arc centered at (x, y) with a radius ofradius. The path starts at startAngle and ends at endAngle, and travels in the direction given by anticlockwise (defaulting to clockwise).

Parameters

x
The x-axis (horizontal) coordinate of the arc's center.
y
The y-axis (vertical) coordinate of the arc's center.
radius
The arc's radius. Must be non-negative.
startAngle
The angle at which the arc starts, measured clockwise from the positive x-axis and expressed in radians.
endAngle
The angle at which the arc ends, measured clockwise from the positive x-axis and expressed in radians.
anticlockwise Optional
An optional Boolean which, if true, causes the arc to be drawn counter-clockwise between the start and end angles. The default value is false (clockwise).

Examples

Drawing a full circle

This example draws a complete circle using the arc() method.

HTML

<canvas id="canvas"></canvas>

JavaScript

The arc is given an x coordinate of 100, a y coordinate of 75, and a radius of 50. To make a full circle, the arc begins at an angle of 0 radians (0°), and ends at an angle of 2π radians (360°).

const canvas = document.getElementById('canvas');
const ctx = canvas.getContext('2d');

ctx.beginPath();
ctx.arc(100, 75, 50, 0, 2 * Math.PI);
ctx.stroke();

Result

Different shapes demonstrated

This example draws various shapes to show what is possible when using arc().

const canvas = document.getElementById('canvas');
const ctx = canvas.getContext('2d');

// Draw shapes
for (let i = 0; i <= 3; i++) {
  for (let j = 0; j <= 2; j++) {
    ctx.beginPath();
    let x             = 25 + j * 50;                 // x coordinate
    let y             = 25 + i * 50;                 // y coordinate
    let radius        = 20;                          // Arc radius
    let startAngle    = 0;                           // Starting point on circle
    let endAngle      = Math.PI + (Math.PI * j) / 2; // End point on circle
    let anticlockwise = i % 2 == 1;                  // Draw anticlockwise

    ctx.arc(x, y, radius, startAngle, endAngle, anticlockwise);

    if (i > 1) {
      ctx.fill();
    } else {
      ctx.stroke();
    }
  }
}

Result

Screenshot Live sample

Specifications

Browser compatibilityUpdate compatibility data on GitHub

Desktop
Chrome Edge Firefox Internet Explorer Opera Safari
Basic support Yes 12 Yes Yes Yes Yes
Mobile
Android webview Chrome for Android Edge Mobile Firefox for Android Opera for Android iOS Safari Samsung Internet
Basic support Yes Yes Yes Yes Yes Yes Yes

Gecko-specific notes

Starting with Gecko 2.0 (Firefox 4 / Thunderbird 3.3 / SeaMonkey 2.1):

  • The anticlockwise parameter is optional.
  • Specifying a negative radius now throws an IndexSizeError error ("Index or size is negative or greater than the allowed amount").

See also

© 2005–2018 Mozilla Developer Network and individual contributors.
Licensed under the Creative Commons Attribution-ShareAlike License v2.5 or later.
https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/arc