How to automate svg-to-canvas code export for game and graphics projects
- Step 1Call the batch export API — POST to /api/svg/to-code with format: canvas and an array of SVG files. The response is a JavaScript module with one named export per SVG: export function drawSearchIcon(ctx, x, y, scale).
- Step 2Bundle into your game assets module — Import the generated module in your game's asset loader: import * as Icons from './generated/canvas-icons.js'. Call any shape function with your canvas context and transform parameters.
- Step 3Add TypeScript declarations — Generate a .d.ts file alongside the JS module: each function typed as (ctx: CanvasRenderingContext2D, x: number, y: number, scale?: number) => void.
Frequently asked questions
Can the batch API generate ES module output?+
Yes. Pass output_format: esm to get export function draw[Name](){} format. Pass cjs for CommonJS require() format. Pass iife for a self-contained script with a global namespace.
How do I handle SVG shapes that use clip-paths on canvas?+
SVG clip-paths are translated to Canvas ctx.save(), ctx.beginPath(), ctx.clip(), ctx.restore() sequences. Complex nested clip paths may require manual adjustment in the generated code.
Does the generated code handle different coordinate systems?+
Yes. Generated functions accept x, y offset and scale parameters, applying ctx.translate() and ctx.scale() before drawing so shapes can be positioned anywhere on the canvas.
What if my SVG uses SVG filters that Canvas doesn't support?+
SVG filters are noted as comments in the generated code with equivalent Canvas 2D shadow or filter API calls suggested where possible. Complex filter chains require manual Canvas implementation.
Privacy first
Every JAD SVG tool runs entirely in your browser using the DOM API and Canvas. Your SVG files never leave your device — verified by zero outbound network requests during processing.