HTML Canvas Math Mouse Distance
<!doctype html> <html> <head> <meta charset="utf-8"> <title>Mouse Distance</title> </head>//from ww w .j a va2 s. c om <body> <canvas id="canvas" width="400" height="400"></canvas> <textarea id="log"></textarea> <aside>Move mouse on canvas element.</aside> <script> captureMouse = function (element) { var 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) { var 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 () { var canvas = document.getElementById('canvas'), context = canvas.getContext('2d'), mouse = captureMouse(canvas), log = document.getElementById('log'), rect = {x: canvas.width / 2, y: canvas.height / 2}; (function drawFrame () { window.requestAnimationFrame(drawFrame, canvas); context.clearRect(0, 0, canvas.width, canvas.height); var dx = rect.x - mouse.x, dy = rect.y - mouse.y, dist = Math.sqrt(dx * dx + dy * dy); //draw square context.fillStyle = "#000000"; context.fillRect(rect.x - 2, rect.y - 2, 4, 4); //draw line context.beginPath(); context.moveTo(rect.x, rect.y); context.lineTo(mouse.x, mouse.y); context.closePath(); context.stroke(); //log output of distance value to screen log.value = "distance: " + dist; }()); }; </script> </body> </html>