# Drawing rectangles using canvas in JavaScript

Squares and rectangles don't have to be drawn using the combinations `moveTo`, `lineTo` - there are simpler methods for this. Let's take a look at them.

## strokeRect method

The `strokeRect`(x, y, width, height) method draws a rectangle path at the given point. The first two parameters set the coordinates of the point where the upper left corner of the drawn rectangle will be.

Let's draw a rectangle with `strokeRect` (assuming `ctx` is already there):

`<canvas width="200" height="200" style="background: #f4f4f4;"></canvas>` `let canvas = document.querySelector('canvas'); let ctx = canvas.getContext('2d'); ctx.strokeRect(50, 50, 100, 75);`

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## fillRect method

The `fillRect`(x, y, width, height) method works the same way as `strokeRect`, except it draws a filled rectangle. Let's look at an example:

`<canvas width="200" height="200" style="background: #f4f4f4;"></canvas>` `let canvas = document.querySelector('canvas'); let ctx = canvas.getContext('2d'); ctx.fillRect(50, 50, 100, 75);`

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## rect method

The following method `rect`(x, y, width, height) also draws a rectangle. But this rectangle will become visible only if you apply the `stroke` or `fill` method. In the first case there will be an outline, and in the second - a shape.

Let's draw an outline with `rect`:

`<canvas width="200" height="200" style="background: #f4f4f4;"></canvas>` `let canvas = document.querySelector('canvas'); let ctx = canvas.getContext('2d'); ctx.rect(50, 50, 100, 75); ctx.stroke();`

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Now let's draw a shape:

`<canvas width="200" height="200" style="background: #f4f4f4;"></canvas>` `let canvas = document.querySelector('canvas'); let ctx = canvas.getContext('2d'); ctx.rect(50, 50, 100, 75); ctx.fill();`

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## clearRect method

The following `clearRect`(x, y, width, height) method works like an eraser, clearing the rectangular area and making the content completely transparent.

Let's draw a square with `fillRect` and erase its part with `clearRect`:

`<canvas width="200" height="200" style="background: #f4f4f4;"></canvas>` `let canvas = document.querySelector('canvas'); let ctx = canvas.getContext('2d'); ctx.fillRect(50, 50, 100, 100); ctx.clearRect(75, 75, 50, 50);`

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