JSFiddle - React, Tailwind, and code Playground
HTML
<p>Click on the map to place a marker</p>
<canvas id="Canvas" width="700" height="700"></canvas>
JavaScript
var canvas = document.getElementById('Canvas');
var context = canvas.getContext("2d");
// Map sprite
var mapSprite = new Image();
mapSprite.src = "http://www.retrogameguide.com/images/screenshots/snes-legend-of-zelda-link-to-the-past-8.jpg";
var Marker = function () {
this.Sprite = new Image();
this.Sprite.src = "http://www.clker.com/cliparts/w/O/e/P/x/i/map-marker-hi.png"
this.Width = 12;
this.Height = 20;
this.XPos = 0;
this.YPos = 0;
}
var Markers = new Array();
var mouseClicked = function (mouse) {
// Get corrent mouse coords
var rect = canvas.getBoundingClientRect();
var mouseXPos = (mouse.x - rect.left);
var mouseYPos = (mouse.y - rect.top);
console.log("Marker added");
// Move the marker when placed to a better location
var marker = new Marker();
marker.XPos = mouseXPos - (marker.Width / 2);
marker.YPos = mouseYPos - marker.Height;
Markers.push(marker);
}
// Add mouse click event listener to canvas
canvas.addEventListener("mousedown", mouseClicked, false);
var firstLoad = function () {
context.font = "15px Georgia";
context.textAlign = "center";
}
firstLoad();
var main = function () {
draw();
};
var draw = function () {
// Clear Canvas
context.fillStyle = "#000";
context.fillRect(0, 0, canvas.width, canvas.height);
// Draw map
// Sprite, X location, Y location, Image width, Image height
// You can leave the image height and width off, if you do it will draw the image at default size
context.drawImage(mapSprite, 0, 0, 700, 700);
// Draw markers
for (var i = 0; i < Markers.length; i++) {
var tempMarker = Markers[i];
// Draw marker
context.drawImage(tempMarker.Sprite, tempMarker.XPos, tempMarker.YPos, tempMarker.Width, tempMarker.Height);
// Calculate postion text
var markerText = "Postion (X:" + tempMarker.XPos + ", Y:" + tempMarker.YPos;
// Draw a simple box so you can see the...