JSFiddle - React, Tailwind, and code Playground

HTML

<div id="container"></div>
<script src="https://cdn.rawgit.com/konvajs/konva/2.3.0/konva.min.js"></script>

CSS

#container {
    border: 1px solid green;
    background-color: lime;
}

JavaScript

console.clear();

var history = new Array();

var imageObj = new Image();
var img = null;
var offsetX = 0;
var offsetY = 0;
var degrees = 45;

stage = new Konva.Stage({
    container: 'container',
    width: 600,
    height: 400
});
layer = new Konva.Layer();
stage.add(layer);

var rect = new Konva.Rect({
    x: 50,
    y: 50,
    width: 438,
    height: 300,
    fill: 'yellow'
});
layer.add(rect);

var canvas = document.createElement('canvas');
var context = canvas.getContext('2d');


var circle = new Konva.Circle({
    x: 0,
    y: 0,
    radius: 40,
    opacity: 0.7,
    fill: '#ff5e0a',
    stroke: '#d95009',
    strokeWidth: 1,
    draggable: true
});
layer.add(circle);


circle.on('dragmove touchmove', function (e) {
    draw(e.evt.clientX, e.evt.clientY, circle.radius(), img.x(), img.y());
});


imageObj.onload = function () {
    canvas.width = imageObj.width;
    canvas.height = imageObj.height;
    context.drawImage(imageObj, 0, 0, imageObj.width, imageObj.height);

    var imgX = 50;
    var imgY = 50;

    img = new Konva.Image({
        x: imgX,
        y: imgY,
        image: canvas
    });

    img.setRotation(degrees);
    
    offsetX = imageObj.width / 2;
    offsetY = imageObj.height / 2;
    
    var rotationX = imgX + offsetX;
    var rotationY = imgY + offsetY;
    
    img.setOffsetX(offsetX);
    img.setOffsetY(offsetY);
    img.x(rotationX);
    img.y(rotationY);

    context.translate(canvas.width/2, canvas.height/2);
   
    context.rotate(-degrees * Math.PI/180);
    
    
    layer.add(img);

    circle.moveToTop();
    layer.draw();
};


imageObj.src = "https://www.trackpro.co.uk/img/stage.png";




function draw(absX, absY, radius, imageX, imageY) {
    var x = 0;
    var y = 0;
   
    // set pointer
    circle.x(absX);
    circle.y(absY);

   // imageX = imageX - (offsetX);
   // imageY = imageY - (offsetY);
    
    x = absX - imageX;
    y = absY - imageY;

    // translate context to center of canvas
  // ...