How to use
- Copy the installation command and review the source package before installing it in your own agent environment.
- Check the source document for required tools, credentials and supported hosts.
- Describe your input and desired deliverable; review the output against the source material.
npx skills add https://github.com/TerminalSkills/skills --skill canvas-apiBefore you start
- Installation does not include a model subscription, API allowance or permission to access your files.
- Repository stars and installation counts describe activity, not an independent quality or security test.
Rendered from the source repository. Headings, examples, code, tables, links, and referenced images are preserved.
Canvas API
Overview
The Canvas 2D API draws shapes, text, and images to a bitmap. In browsers it is built in. In Node.js the canvas package (node-canvas 3.2.x, needs Node ^18.12 || >=20.9) offers the same getContext("2d") API for server-side image generation, and adds PNG, JPEG, and PDF/SVG output through toBuffer.
Instructions
Install with npm install canvas. Prebuilt binaries are downloaded for common platforms (Linux glibc or musl, macOS, Windows); only on other platforms does it compile against Cairo and Pango. If you want no native build at all, @napi-rs/canvas is a separate package with a very similar API (fonts are registered there with GlobalFonts, not registerFont).
Create a canvas with createCanvas(width, height), draw through the context, then export with toBuffer. Load images with await loadImage(pathOrBufferOrUrl).
Examples
Creating a canvas and drawing shapes
// src/canvas/shapes.ts — Create a canvas, draw rectangles, circles, and lines.
// Works identically in browser (document.createElement) and Node (createCanvas).
import { createCanvas } from "canvas";
const canvas = createCanvas(800, 600);
const ctx = canvas.getContext("2d");
// Background
ctx.fillStyle = "#1a1a2e";
ctx.fillRect(0, 0, 800, 600);
// Rectangle with rounded corners
ctx.beginPath();
ctx.roundRect(50, 50, 200, 120, 12);
ctx.fillStyle = "#e94560";
ctx.fill();
// Circle
ctx.beginPath();
ctx.arc(450, 110, 60, 0, Math.PI * 2);
ctx.fillStyle = "#0f3460";
ctx.fill();
// Line with gradient
const gradient = ctx.createLinearGradient(50, 300, 750, 300);
gradient.addColorStop(0, "#e94560");
gradient.addColorStop(1, "#0f3460");
ctx.strokeStyle = gradient;
ctx.lineWidth = 4;
ctx.beginPath();
ctx.moveTo(50, 300);
ctx.lineTo(750, 300);
ctx.stroke();Drawing text
// src/canvas/text.ts — Render styled text on canvas with measurements.
import { createCanvas } from "canvas";
const canvas = createCanvas(800, 200);
const ctx = canvas.getContext("2d");
ctx.fillStyle = "#ffffff";
ctx.fillRect(0, 0, 800, 200);
// Title text
ctx.font = "bold 48px sans-serif";
ctx.fillStyle = "#1a1a2e";
ctx.textAlign = "center";
ctx.textBaseline = "middle";
ctx.fillText("Hello Canvas", 400, 80);
// Measure text for positioning
const metrics = ctx.measureText("Hello Canvas");
console.log(`Width: ${metrics.width}px`);Image compositing
// src/canvas/composite.ts — Load images and composite them with blend modes.
// Useful for watermarking, overlays, and social media image generation.
import { createCanvas, loadImage } from "canvas";
import fs from "fs";
export async function addWatermark(imagePath: string, watermarkPath: string, outputPath: string) {
const image = await loadImage(imagePath);
const watermark = await loadImage(watermarkPath);
const canvas = createCanvas(image.width, image.height);
const ctx = canvas.getContext("2d");
// Draw base image
ctx.drawImage(image, 0, 0);
// Draw watermark with transparency
ctx.globalAlpha = 0.3;
ctx.drawImage(
watermark,
image.width - watermark.width - 20,
image.height - watermark.height - 20
);
const buffer = canvas.toBuffer("image/png");
fs.writeFileSync(outputPath, buffer);
}Pixel manipulation
// src/canvas/pixels.ts — Read and modify individual pixels for image processing.
// Apply filters like grayscale, invert, or custom convolution kernels.
import { createCanvas, loadImage } from "canvas";
export async function grayscale(imagePath: string): Promise<Buffer> {
const image = await loadImage(imagePath);
const canvas = createCanvas(image.width, image.height);
const ctx = canvas.getContext("2d");
ctx.drawImage(image, 0, 0);
const imageData = ctx.getImageData(0, 0, canvas.width, canvas.height);
const data = imageData.data;
for (let i = 0; i < data.length; i += 4) {
const avg = data[i] * 0.299 + data[i + 1] * 0.587 + data[i + 2] * 0.114;
data[i] = data[i + 1] = data[i + 2] = avg;
}
ctx.putImageData(imageData, 0, 0);
return canvas.toBuffer("image/png");
}Exporting
// src/canvas/export.ts — Save canvas output as PNG, JPEG, or PDF.
import { createCanvas } from "canvas";
import fs from "fs";
const canvas = createCanvas(400, 400);
const ctx = canvas.getContext("2d");
ctx.fillStyle = "#e94560";
ctx.fillRect(0, 0, 400, 400);
// PNG
fs.writeFileSync("output.png", canvas.toBuffer("image/png"));
// JPEG with quality
fs.writeFileSync("output.jpg", canvas.toBuffer("image/jpeg", { quality: 0.9 }));
// PDF (node-canvas supports PDF backend)
const pdfCanvas = createCanvas(400, 400, "pdf");
const pdfCtx = pdfCanvas.getContext("2d");
pdfCtx.fillStyle = "#0f3460";
pdfCtx.fillRect(0, 0, 400, 400);
fs.writeFileSync("output.pdf", pdfCanvas.toBuffer("application/pdf"));Result: each snippet writes a file next to the script (output.png, output.jpg, output.pdf); toBuffer("image/png") returns a Node Buffer you can also send as an HTTP response body.
Guidelines
- Fonts: generic names like
sans-serifresolve to whatever the server has installed, so output differs between machines. Bundle a font file and callregisterFont("fonts/Inter-Bold.ttf", { family: "Inter" })(fromcanvas) before creating the canvas, then usectx.font = "bold 48px Inter". globalAlpha,fillStyle, and transforms persist on the context; wrap temporary changes inctx.save()/ctx.restore().getImageDatareturns RGBA bytes (4 per pixel) in row order; callputImageDatato write changes back.toBuffer("image/jpeg", { quality: 0.9 })takes quality from 0 to 1. The PDF canvas is created withcreateCanvas(w, h, "pdf")and exported withtoBuffer("application/pdf"); it is vector output, not a bitmap.- Never pass user-supplied URLs or paths to
loadImagewithout validating them; it fetches remote URLs and reads local files. - Large canvases use width x height x 4 bytes of memory; cap sizes taken from user input.
- For charts with ready-made axes and legends use a charting library on top of Canvas rather than drawing by hand.

