Rotate an object to always points to the mouse
<!doctype html> <html> <head> <meta charset="utf-8"> <title>Rotate to Mouse</title> </head> /*from w ww .j a v a 2 s . co m*/ <body> <canvas id="canvas" width="400" height="400"></canvas> <script> class Arrow { constructor() { this.x = 0; this.y = 0; this.rotation = 0; } draw(context) { context.save(); context.translate(this.x, this.y); context.rotate(this.rotation); context.lineWidth = 2; context.beginPath(); context.moveTo(30, 0); context.lineTo(-20, -25); context.moveTo(30, 0); context.lineTo(-20, 25); context.closePath(); context.stroke(); context.restore(); } } 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; } window.onload = function () { let canvas = document.getElementById('canvas'), context = canvas.getContext('2d'), mouse = captureMouse(canvas); (function drawFrame () { window.requestAnimationFrame(drawFrame, canvas); context.clearRect(0, 0, canvas.width, canvas.height); let arrow = new Arrow(); arrow.x = canvas.width / 2; arrow.y = canvas.height / 2; let dx = mouse.x- arrow.x; let dy = mouse.y- arrow.y; arrow.rotation = Math.atan2(dy, dx); //radians arrow.draw(context); }()); }; </script> </body> </html>