Canvas is a JavaScript drawing library, you can use to draw in the browser or in NodeJS
const Canvas = require('canvas')
const canvas = new Canvas(200,200)
const ctx = canvas.getContext('2d')
ctx.fillStyle = "green";
ctx.fillRect(10, 10, 100, 100);
canvas.toDataURL()
You can use the canvas module to draw and just call canvas.toDataURL() to output to the screen. (see below)
var Canvas = require('canvas')
, Image = Canvas.Image
, canvas = new Canvas(200, 200)
, ctx = canvas.getContext('2d');
ctx.font = '30px Impact';
ctx.rotate(.1);
ctx.fillText("Awesome!", 50, 100);
var te = ctx.measureText('Awesome!');
ctx.strokeStyle = 'rgba(0,0,0,0.5)';
ctx.beginPath();
ctx.lineTo(50, 102);
ctx.lineTo(50 + te.width, 102);
ctx.stroke();
canvas.toDataURL()
Expected Output :

const Canvas = require('canvas')
const canvas = new Canvas(200,200)
const ctx = canvas.getContext('2d')
Expected Output :

const Canvas = require('canvas')
const canvas = new Canvas(200,200)
const ctx = canvas.getContext('2d')
Expected Output :

const Canvas = require('canvas')
const canvas = new Canvas(200,200)
const ctx = canvas.getContext('2d')
Expected Output :

const Canvas = require('canvas')
const canvas = new Canvas(200,200)
const ctx = canvas.getContext('2d')
Expected Output :

const Canvas = require('canvas')
const canvas = new Canvas(200,200)
const ctx = canvas.getContext('2d')
Expected Output :

const Canvas = require('canvas')
const canvas = new Canvas(200,200)
const ctx = canvas.getContext('2d')