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(0,0,800,500);
ctx.arc(mouse.x, mouse.y, 70, 0, Math.PI*2, true)
ctx.clip();
ctx.globalAlpha=0.6;
ctx.fillRect(0,0,800,500);
}
var img = new Image();
img.onload = function() {
redraw({x: -500, y: -500})
}
img.src = 'http://kittenrescue.org/wp-content/uploads/2017/03/KittenRescue_KittenCareHandbook.jpg';
// Creates an object with x and y defined,
// set to the mouse position relative to the state's canvas
// If you wanna be super-correct this can be tricky,
// we have to worry about padding and borders
// takes an event and a reference to the canvas
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
};
}
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