17. Delayed Circle Drawing Using JavaScript.
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Canvas Circle Drawer</title>
<style>
#myCanvas {
border: 1px solid #d3d3d3;
}
</style>
</head>
<body>
<h3>Draw a Circle on Canvas</h3>
<button onclick="startDrawing()">Draw Circle After 3 Seconds</button>
<canvas id="myCanvas" width="300" height="150">
Your browser does not support the HTML5 canvas tag.
</canvas>
<script>
function startDrawing() {
// Provide user feedback
alert('Drawing will start in 3 seconds...');
// Set timeout to draw the circle after 3 seconds (3000 ms)
setTimeout(drawCircle, 3000);
}
function drawCircle() {
// Get the canvas element and context
var canvas = document.getElementById("myCanvas");
var ctx = canvas.getContext("2d");
// Clear the canvas before drawing (in case it has existing content)
ctx.clearRect(0, 0, canvas.width, canvas.height);
// Set styles for the circle
ctx.lineWidth = 3;
ctx.strokeStyle = 'blue';
// Begin drawing the circle
ctx.beginPath();
ctx.arc(150, 75, 50, 0, 2 * Math.PI);
ctx.stroke();
// Display an alert once the circle is drawn
alert('Circle drawn!');
}
</script>
</body>
</html>
Output
No Output Available