context.quadraticCurveTo(cpx, cpy, x, y) takes two points as arguments:
The shape is a standard algorithm known as a quadratic Bezier curve.
This function draws a curve from one point to another, curving toward-but never touching-the control point.
<!doctype html> <html> <head> <meta charset="utf-8"> <title>Drawing Curves</title> <style>canvas{border:1px solid red;}</style> </head> <body> <canvas id="canvas" width="400" height="400"></canvas> <script> window.onload = function () { let canvas = document.getElementById('canvas'), context = canvas.getContext('2d'), mouse = captureMouse(canvas), x0 = 100, //w w w.j a va2s . c om y0 = 200, x2 = 300, y2 = 200; canvas.addEventListener('mousemove', function () { context.clearRect(0, 0, canvas.width, canvas.height); let x1 = mouse.x, y1 = mouse.y; //curve toward mouse context.beginPath(); context.moveTo(x0, y0); context.quadraticCurveTo(x1, y1, x2, y2); context.stroke(); }, false); } function captureMouse(element) { let mouse = {x: 0, y: 0, event: null}, body_scrollLeft = document.body.scrollLeft, element_scrollLeft = document.documentElement.scrollLeft, body_scrollTop = document.body.scrollTop, element_scrollTop = document.documentElement.scrollTop, offsetLeft = element.offsetLeft, offsetTop = element.offsetTop; element.addEventListener('mousemove', function (event) { let x, y; if (event.pageX || event.pageY) { x = event.pageX; y = event.pageY; } else { x = event.clientX + body_scrollLeft + element_scrollLeft; y = event.clientY + body_scrollTop + element_scrollTop; } x -= offsetLeft; y -= offsetTop; mouse.x = x; mouse.y = y; mouse.event = event; }, false); return mouse; } </script> </body> </html>