Here is a modified version of the original code (the provided code in question has changed values compared to my original code.. .-) ) which can produce all these shapes just by playing around with the parameters:
The roof is not super but I’ll leave it to you to add scaling support as this is meant as an example.
Initialization:
var ctx = demo.getContext('2d'), /// context
font="64px impact", /// font
w = demo.width, /// cache canvas width and height
h = demo.height,
curve, /// radius
offsetY, /// offset for text
bottom, /// bottom of text
textHeight, /// text height (region of text)
isTri = false, /// is triangle shaped (roof)
dltY, /// delta for triangle
angleSteps = 180 / w, /// angle steps for curved text
i = w, /// "x" backwards
y, /// top of text
/// offscreen canvas that holds original text
os = document.createElement('canvas'),
octx = os.getContext('2d');
os.width = w;
os.height = h;
/// set font on off-screen canvas where we draw it
octx.font = font;
octx.textBaseline="top";
octx.textAlign = 'center';
Main function:
/// render
function renderBridgeText() {
/// demo stuff snipped (see link)
/// clear canvases
octx.clearRect(0, 0, w, h);
ctx.clearRect(0, 0, w, h);
/// draw text (text may change)
octx.fillText(iText.value.toUpperCase(), w * 0.5, 0);
/// slide and dice
dltY = curve / textHeight; /// calculate delta for roof/triangle
y = 0; /// reset y in case we do roof
i = w; /// init "x"
while (i--) {
if (isTri) {
/// bounce delta value mid-way for triangle
y += dltY;
if (i === (w * 0.5)|0) dltY = -dltY;
} else {
/// calc length based on radius+angle for curve
y = bottom - curve * Math.sin(i * angleSteps * Math.PI / 180);
}
/// draw a slice
ctx.drawImage(os, i, 0, 1, textHeight,
i, h * 0.5 - offsetY / textHeight * y, 1, y);
}
}