JSFiddle - React, Tailwind, and code Playground

HTML

<canvas id="canvas1" width="500" height="500"></canvas>

JavaScript

// LIBRARY from:
// https://github.com/simonsarris/Canvas-tutorials/blob/master/transform.js
// code below

function Transform() {
  this.reset();
}

Transform.prototype.reset = function() {
  this.m = [1,0,0,1,0,0];
};

Transform.prototype.multiply = function(matrix) {
  var m11 = this.m[0] * matrix.m[0] + this.m[2] * matrix.m[1];
  var m12 = this.m[1] * matrix.m[0] + this.m[3] * matrix.m[1];

  var m21 = this.m[0] * matrix.m[2] + this.m[2] * matrix.m[3];
  var m22 = this.m[1] * matrix.m[2] + this.m[3] * matrix.m[3];

  var dx = this.m[0] * matrix.m[4] + this.m[2] * matrix.m[5] + this.m[4];
  var dy = this.m[1] * matrix.m[4] + this.m[3] * matrix.m[5] + this.m[5];

  this.m[0] = m11;
  this.m[1] = m12;
  this.m[2] = m21;
  this.m[3] = m22;
  this.m[4] = dx;
  this.m[5] = dy;
};

Transform.prototype.invert = function() {
  var d = 1 / (this.m[0] * this.m[3] - this.m[1] * this.m[2]);
  var m0 = this.m[3] * d;
  var m1 = -this.m[1] * d;
  var m2 = -this.m[2] * d;
  var m3 = this.m[0] * d;
  var m4 = d * (this.m[2] * this.m[5] - this.m[3] * this.m[4]);
  var m5 = d * (this.m[1] * this.m[4] - this.m[0] * this.m[5]);
  this.m[0] = m0;
  this.m[1] = m1;
  this.m[2] = m2;
  this.m[3] = m3;
  this.m[4] = m4;
  this.m[5] = m5;
};

Transform.prototype.rotate = function(rad) {
  var c = Math.cos(rad);
  var s = Math.sin(rad);
  var m11 = this.m[0] * c + this.m[2] * s;
  var m12 = this.m[1] * c + this.m[3] * s;
  var m21 = this.m[0] * -s + this.m[2] * c;
  var m22 = this.m[1] * -s + this.m[3] * c;
  this.m[0] = m11;
  this.m[1] = m12;
  this.m[2] = m21;
  this.m[3] = m22;
};

Transform.prototype.translate = function(x, y) {
  this.m[4] += this.m[0] * x + this.m[2] * y;
  this.m[5] += this.m[1] * x + this.m[3] * y;
};

Transform.prototype.scale = function(sx, sy) {
  this.m[0] *= sx;
  this.m[1] *= sx;
  this.m[2] *= sy;
  this.m[3] *= sy;
};

Transform.prototype.transformPoint = function(px, py) {
  var x = px;
  var y = py;
  px = x * this.m[0] + y * this.m[2] + this.m[4];
 ...