Javascript examples for Canvas:Mouse
Animated image mask following mouse
<html> <head> <meta name="viewport" content="width=device-width, initial-scale=1"> <script type="text/javascript" src="https://ajax.googleapis.com/ajax/libs/jquery/1.7.2/jquery.min.js"></script> <script type="text/javascript"> $(window).load(function(){/*from www .ja v a 2s . c o m*/ var can = document.getElementById('canvas1'); var ctx = can.getContext('2d'); can.addEventListener('mousemove', function(e) { var mouse = getMouse(e, can); redraw(mouse); }, false); function redraw(mouse) { console.log('a'); can.width = can.width; ctx.drawImage(img, 0, 0); ctx.beginPath(); ctx.rect(0,0,500,500); ctx.arc(mouse.x, mouse.y, 70, 0, Math.PI*2, true) ctx.clip(); ctx.fillRect(0,0,500,500); } var img = new Image(); img.onload = function() { redraw({x: -500, y: -500}) } img.src = 'http://placekitten.com/500/500'; function getMouse(e, canvas) { var element = canvas, offsetX = 0, offsetY = 0, mx, my; // Compute the total offset. It's possible to cache this if you want if (element.offsetParent !== undefined) { do { offsetX += element.offsetLeft; offsetY += element.offsetTop; } while ((element = element.offsetParent)); } mx = e.pageX - offsetX; my = e.pageY - offsetY; // We return a simple javascript object with x and y defined return { x: mx, y: my }; } }); </script> </head> <body> <canvas id="canvas1" width="500" height="500"></canvas> </body> </html>