I am trying to get a shape to follow the mouse cursor on a large canvas. This code isn't working as expected. How can I modify this to the relative canvas size if the canvas is 100% width / height of the screen?
Also, I am aware of requestanimationframe, but for the purpose of demonstrating this issue, please ignore it (I'm using it but its a complicated mess of timings that aren't related to this example).
Fiddle: https://jsfiddle.net/gs5a4z84/
CSS:
* { margin: 0; padding: 0;}
body, html { height:100%; }
canvas {
image-rendering: -moz-crisp-edges; /* Firefox */
image-rendering: pixelated; /* Chrome */
position:absolute;
width:100%;
height:100%;
}
HTML/JS:
<!DOCTYPE html>
<html>
<head>
<link href="main.css" rel="stylesheet"</link>
</head>
<body>
<div id="wrapper">
<canvas id="ctx" width="256" height="144"></canvas>
</div>
<script>
var mouseX, mouseY;
const WIDTH = 256;
const HEIGHT = 144;
var ctx = document.getElementById('ctx').getContext('2d');
ctx.canvas.addEventListener('mousemove', setMousePosition, false);
function setMousePosition(e) {
mouseX = e.clientX;
mouseY = e.clientY;
}
function drawCursor() {
ctx.clearRect(0,0,WIDTH,HEIGHT);
ctx.fillStyle = "#FF6A6A";
ctx.fillRect(mouseX, mouseY, 16, 16);
}
setInterval(function (){
drawCursor();
}, 40);
</script>
</body>
</html>
Thank you for any and all help.
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