How to control the location of my circle?
So, I'm using CodeAvengers to learn how to make games. It recently taught me how to use onMouseDown and a few other things like that. It showed me what attributes to use to make something appear or happen when I click down, drag the mouse, or other things like that. I managed to re-create that in a way that would work on Notepad ++, but there's a certain part that I don't really know how to do. How do I make the circle appear where I click the mouse, instead of just popping up in the corner?
Here's my code
<!DOCTYPE html>
<html>
<body>
<canvas id = "gameCanvas" width="500" height="500" style="border:4px solid
black"></canvas>
<script type = "text/javascript">
var myCanvas = document.getElementById("gameCanvas");
var ctx = myCanvas.getContext("2d");
window.onmousedown = function(event){
ctx.beginPath();
ctx.arc(100,75,50,0,2*Math.PI);
ctx.stroke();
}
</script>
</body>
</html>
javascript html5-canvas drawing
add a comment |
So, I'm using CodeAvengers to learn how to make games. It recently taught me how to use onMouseDown and a few other things like that. It showed me what attributes to use to make something appear or happen when I click down, drag the mouse, or other things like that. I managed to re-create that in a way that would work on Notepad ++, but there's a certain part that I don't really know how to do. How do I make the circle appear where I click the mouse, instead of just popping up in the corner?
Here's my code
<!DOCTYPE html>
<html>
<body>
<canvas id = "gameCanvas" width="500" height="500" style="border:4px solid
black"></canvas>
<script type = "text/javascript">
var myCanvas = document.getElementById("gameCanvas");
var ctx = myCanvas.getContext("2d");
window.onmousedown = function(event){
ctx.beginPath();
ctx.arc(100,75,50,0,2*Math.PI);
ctx.stroke();
}
</script>
</body>
</html>
javascript html5-canvas drawing
add a comment |
So, I'm using CodeAvengers to learn how to make games. It recently taught me how to use onMouseDown and a few other things like that. It showed me what attributes to use to make something appear or happen when I click down, drag the mouse, or other things like that. I managed to re-create that in a way that would work on Notepad ++, but there's a certain part that I don't really know how to do. How do I make the circle appear where I click the mouse, instead of just popping up in the corner?
Here's my code
<!DOCTYPE html>
<html>
<body>
<canvas id = "gameCanvas" width="500" height="500" style="border:4px solid
black"></canvas>
<script type = "text/javascript">
var myCanvas = document.getElementById("gameCanvas");
var ctx = myCanvas.getContext("2d");
window.onmousedown = function(event){
ctx.beginPath();
ctx.arc(100,75,50,0,2*Math.PI);
ctx.stroke();
}
</script>
</body>
</html>
javascript html5-canvas drawing
So, I'm using CodeAvengers to learn how to make games. It recently taught me how to use onMouseDown and a few other things like that. It showed me what attributes to use to make something appear or happen when I click down, drag the mouse, or other things like that. I managed to re-create that in a way that would work on Notepad ++, but there's a certain part that I don't really know how to do. How do I make the circle appear where I click the mouse, instead of just popping up in the corner?
Here's my code
<!DOCTYPE html>
<html>
<body>
<canvas id = "gameCanvas" width="500" height="500" style="border:4px solid
black"></canvas>
<script type = "text/javascript">
var myCanvas = document.getElementById("gameCanvas");
var ctx = myCanvas.getContext("2d");
window.onmousedown = function(event){
ctx.beginPath();
ctx.arc(100,75,50,0,2*Math.PI);
ctx.stroke();
}
</script>
</body>
</html>
javascript html5-canvas drawing
javascript html5-canvas drawing
edited Nov 22 '18 at 5:13
JP4
148514
148514
asked Nov 22 '18 at 0:41
Khadijah MuhammadKhadijah Muhammad
174
174
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add a comment |
1 Answer
1
active
oldest
votes
Need to grab the event's mouse clientX and clientY coordinates and set the circle's (x,y) coordinate to them.
ctx.arc(event.clientX, event.clientY, 50, 0, 2*Math.PI);
add a comment |
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1 Answer
1
active
oldest
votes
1 Answer
1
active
oldest
votes
active
oldest
votes
active
oldest
votes
Need to grab the event's mouse clientX and clientY coordinates and set the circle's (x,y) coordinate to them.
ctx.arc(event.clientX, event.clientY, 50, 0, 2*Math.PI);
add a comment |
Need to grab the event's mouse clientX and clientY coordinates and set the circle's (x,y) coordinate to them.
ctx.arc(event.clientX, event.clientY, 50, 0, 2*Math.PI);
add a comment |
Need to grab the event's mouse clientX and clientY coordinates and set the circle's (x,y) coordinate to them.
ctx.arc(event.clientX, event.clientY, 50, 0, 2*Math.PI);
Need to grab the event's mouse clientX and clientY coordinates and set the circle's (x,y) coordinate to them.
ctx.arc(event.clientX, event.clientY, 50, 0, 2*Math.PI);
edited Nov 22 '18 at 1:07
answered Nov 22 '18 at 1:01
Drew ReeseDrew Reese
970211
970211
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