How to choose the picture(Object) in Canvas HTML5












0















I just want to start the process by clicking on the ball.gif. I couldn't do it. Also at the end of the animation my picture disappears.
Here are my codes;



Select the object in Canvas and add it to the event.
I looked at almost all the issues. But I didn't find the answer.



var player, mouse;
var iterations = 0;


var game = {
canvas: document.createElement("canvas"),
start: function () {

game.canvas.width = 357;
game.canvas.height = 500;
game.canvas.style.border = "1px solid red";
game.ctx = game.canvas.getContext("2d");
document.body.appendChild(game.canvas);
player=new game.nesne(150,400,50,50);

game.canvas.addEventListener("mousedown", function(event) {
game.nesne(150,400,50,50);
});

game.timer = setInterval(game.animate.bind(this), 30);
},
draw: function () {

player.draw();
},
update: function () {
},
nesne: function (x, y, w, h) {

this.x = x;
this.y = y;
this.w = w;
this.h = h;

this.image=new Image();
this.image.src="ball.gif";
this.vx = 1;
this.vy = -1;
this.draw = function () {

game.ctx.drawImage(this.image,this.x,this.y,this.w,this.h);


}


this.update = function () {
this.x += this.vx;
this.y += this.vy;

}
},

animate: function () {
game.ctx.clearRect(0,0,game.canvas.width,game.canvas.height);

iterations++
if (iterations >= 100)
clearInterval(interval);
game.update();
game.draw();

},
}
window.addEventListener("load", game.start, false);









share|improve this question



























    0















    I just want to start the process by clicking on the ball.gif. I couldn't do it. Also at the end of the animation my picture disappears.
    Here are my codes;



    Select the object in Canvas and add it to the event.
    I looked at almost all the issues. But I didn't find the answer.



    var player, mouse;
    var iterations = 0;


    var game = {
    canvas: document.createElement("canvas"),
    start: function () {

    game.canvas.width = 357;
    game.canvas.height = 500;
    game.canvas.style.border = "1px solid red";
    game.ctx = game.canvas.getContext("2d");
    document.body.appendChild(game.canvas);
    player=new game.nesne(150,400,50,50);

    game.canvas.addEventListener("mousedown", function(event) {
    game.nesne(150,400,50,50);
    });

    game.timer = setInterval(game.animate.bind(this), 30);
    },
    draw: function () {

    player.draw();
    },
    update: function () {
    },
    nesne: function (x, y, w, h) {

    this.x = x;
    this.y = y;
    this.w = w;
    this.h = h;

    this.image=new Image();
    this.image.src="ball.gif";
    this.vx = 1;
    this.vy = -1;
    this.draw = function () {

    game.ctx.drawImage(this.image,this.x,this.y,this.w,this.h);


    }


    this.update = function () {
    this.x += this.vx;
    this.y += this.vy;

    }
    },

    animate: function () {
    game.ctx.clearRect(0,0,game.canvas.width,game.canvas.height);

    iterations++
    if (iterations >= 100)
    clearInterval(interval);
    game.update();
    game.draw();

    },
    }
    window.addEventListener("load", game.start, false);









    share|improve this question

























      0












      0








      0








      I just want to start the process by clicking on the ball.gif. I couldn't do it. Also at the end of the animation my picture disappears.
      Here are my codes;



      Select the object in Canvas and add it to the event.
      I looked at almost all the issues. But I didn't find the answer.



      var player, mouse;
      var iterations = 0;


      var game = {
      canvas: document.createElement("canvas"),
      start: function () {

      game.canvas.width = 357;
      game.canvas.height = 500;
      game.canvas.style.border = "1px solid red";
      game.ctx = game.canvas.getContext("2d");
      document.body.appendChild(game.canvas);
      player=new game.nesne(150,400,50,50);

      game.canvas.addEventListener("mousedown", function(event) {
      game.nesne(150,400,50,50);
      });

      game.timer = setInterval(game.animate.bind(this), 30);
      },
      draw: function () {

      player.draw();
      },
      update: function () {
      },
      nesne: function (x, y, w, h) {

      this.x = x;
      this.y = y;
      this.w = w;
      this.h = h;

      this.image=new Image();
      this.image.src="ball.gif";
      this.vx = 1;
      this.vy = -1;
      this.draw = function () {

      game.ctx.drawImage(this.image,this.x,this.y,this.w,this.h);


      }


      this.update = function () {
      this.x += this.vx;
      this.y += this.vy;

      }
      },

      animate: function () {
      game.ctx.clearRect(0,0,game.canvas.width,game.canvas.height);

      iterations++
      if (iterations >= 100)
      clearInterval(interval);
      game.update();
      game.draw();

      },
      }
      window.addEventListener("load", game.start, false);









      share|improve this question














      I just want to start the process by clicking on the ball.gif. I couldn't do it. Also at the end of the animation my picture disappears.
      Here are my codes;



      Select the object in Canvas and add it to the event.
      I looked at almost all the issues. But I didn't find the answer.



      var player, mouse;
      var iterations = 0;


      var game = {
      canvas: document.createElement("canvas"),
      start: function () {

      game.canvas.width = 357;
      game.canvas.height = 500;
      game.canvas.style.border = "1px solid red";
      game.ctx = game.canvas.getContext("2d");
      document.body.appendChild(game.canvas);
      player=new game.nesne(150,400,50,50);

      game.canvas.addEventListener("mousedown", function(event) {
      game.nesne(150,400,50,50);
      });

      game.timer = setInterval(game.animate.bind(this), 30);
      },
      draw: function () {

      player.draw();
      },
      update: function () {
      },
      nesne: function (x, y, w, h) {

      this.x = x;
      this.y = y;
      this.w = w;
      this.h = h;

      this.image=new Image();
      this.image.src="ball.gif";
      this.vx = 1;
      this.vy = -1;
      this.draw = function () {

      game.ctx.drawImage(this.image,this.x,this.y,this.w,this.h);


      }


      this.update = function () {
      this.x += this.vx;
      this.y += this.vy;

      }
      },

      animate: function () {
      game.ctx.clearRect(0,0,game.canvas.width,game.canvas.height);

      iterations++
      if (iterations >= 100)
      clearInterval(interval);
      game.update();
      game.draw();

      },
      }
      window.addEventListener("load", game.start, false);






      javascript events canvas






      share|improve this question













      share|improve this question











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      share|improve this question










      asked Nov 20 '18 at 23:47









      Veysel BAYARVeysel BAYAR

      11




      11
























          1 Answer
          1






          active

          oldest

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          0














          Changes I've made:




          1. instead of clearInterval(interval); I use clearInterval(game.timer);
            The interval is not defined. You have to use the handler you created for the setInterval(line 24 in my code)


          2. You call the game.update function but in your code is an empty function. I've changed that. Now the game.update() calls the player.update().


          3. To reanimate the player again on mousedown you need to reset the iterations = 0;






          var player, mouse;
          var iterations = 0;


          var game = {
          canvas: document.createElement("canvas"),
          start: function () {

          game.canvas.width = 357;
          game.canvas.height = 500;
          game.canvas.style.border = "1px solid red";
          game.ctx = game.canvas.getContext("2d");


          document.body.appendChild(game.canvas);

          player=new game.nesne(150,400,50,50);


          game.canvas.addEventListener("mousedown",
          function(event) {

          if (game.timer) clearInterval(game.timer);
          game.nesne(150, 400, 50, 50);
          iterations = 0;
          game.timer = setInterval(game.animate.bind(this), 30);


          });

          game.timer = setInterval(game.animate.bind(this), 30);
          },


          draw: function () {
          player.draw();
          },

          update: function () {
          player.update();///////////////
          },


          nesne: function (x, y, w, h) {

          this.x = x;
          this.y = y;
          this.w = w;
          this.h = h;

          this.image=new Image();
          this.image.src="https://s3-us-west-2.amazonaws.com/s.cdpn.io/222579/puppy150x150.jpg";
          this.vx = 1;
          this.vy = -1;
          this.draw = function () {

          game.ctx.drawImage(this.image,this.x,this.y,this.w,this.h);


          }


          this.update = function () {
          this.x += this.vx;
          this.y += this.vy;

          }
          },

          animate: function () {
          game.ctx.clearRect(0,0,game.canvas.width,game.canvas.height);

          iterations++
          if (iterations >= 100)
          //clearInterval(interval);
          clearInterval(game.timer);
          game.update();
          game.draw();

          }
          }

          window.addEventListener("load", game.start, false);





          UPDATE



          The OP commented:




          So how do I do this when I just click on the picture.




          In this case you need to detect the position of the mouse when clicking the canvas. I've added a function to detect the mouse position:



          function oMousePos(canvas, evt) {
          var ClientRect = canvas.getBoundingClientRect();
          return {
          x: Math.round(evt.clientX - ClientRect.left),
          y: Math.round(evt.clientY - ClientRect.top)
          }
          }


          Next you need to change the function for the mousedown. You need to use the method isPointInPath to check if the mouse is inside the nesne thing.



          function(event) {
          mouse = oMousePos(game.canvas, event);

          game.ctx.beginPath();
          game.ctx.rect(player.x,player.y,player.w,player.h);
          if (game.ctx.isPointInPath(mouse.x, mouse.y)) {


          if (game.timer) clearInterval(game.timer);
          game.nesne(150, 400, 50, 50);
          iterations = 0;
          game.timer = setInterval(game.animate.bind(this), 30);
          }

          });





          share|improve this answer


























          • Thanks for the changes you made. So how do I do this when I just click on the picture. And one of the things I can't do is I'm really freaking out :) –

            – Veysel BAYAR
            Nov 21 '18 at 10:49











          • The picture disappeared when I changed the codes according to ispointPath. I must have made a mistake again somewhere.Also in console console 22 says there is an error. mouse = oMousePos(game.canvas, event); ==> error code

            – Veysel BAYAR
            Nov 21 '18 at 11:43













          • Thank you. I wrote missing codes

            – Veysel BAYAR
            Nov 21 '18 at 12:26











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          1 Answer
          1






          active

          oldest

          votes








          1 Answer
          1






          active

          oldest

          votes









          active

          oldest

          votes






          active

          oldest

          votes









          0














          Changes I've made:




          1. instead of clearInterval(interval); I use clearInterval(game.timer);
            The interval is not defined. You have to use the handler you created for the setInterval(line 24 in my code)


          2. You call the game.update function but in your code is an empty function. I've changed that. Now the game.update() calls the player.update().


          3. To reanimate the player again on mousedown you need to reset the iterations = 0;






          var player, mouse;
          var iterations = 0;


          var game = {
          canvas: document.createElement("canvas"),
          start: function () {

          game.canvas.width = 357;
          game.canvas.height = 500;
          game.canvas.style.border = "1px solid red";
          game.ctx = game.canvas.getContext("2d");


          document.body.appendChild(game.canvas);

          player=new game.nesne(150,400,50,50);


          game.canvas.addEventListener("mousedown",
          function(event) {

          if (game.timer) clearInterval(game.timer);
          game.nesne(150, 400, 50, 50);
          iterations = 0;
          game.timer = setInterval(game.animate.bind(this), 30);


          });

          game.timer = setInterval(game.animate.bind(this), 30);
          },


          draw: function () {
          player.draw();
          },

          update: function () {
          player.update();///////////////
          },


          nesne: function (x, y, w, h) {

          this.x = x;
          this.y = y;
          this.w = w;
          this.h = h;

          this.image=new Image();
          this.image.src="https://s3-us-west-2.amazonaws.com/s.cdpn.io/222579/puppy150x150.jpg";
          this.vx = 1;
          this.vy = -1;
          this.draw = function () {

          game.ctx.drawImage(this.image,this.x,this.y,this.w,this.h);


          }


          this.update = function () {
          this.x += this.vx;
          this.y += this.vy;

          }
          },

          animate: function () {
          game.ctx.clearRect(0,0,game.canvas.width,game.canvas.height);

          iterations++
          if (iterations >= 100)
          //clearInterval(interval);
          clearInterval(game.timer);
          game.update();
          game.draw();

          }
          }

          window.addEventListener("load", game.start, false);





          UPDATE



          The OP commented:




          So how do I do this when I just click on the picture.




          In this case you need to detect the position of the mouse when clicking the canvas. I've added a function to detect the mouse position:



          function oMousePos(canvas, evt) {
          var ClientRect = canvas.getBoundingClientRect();
          return {
          x: Math.round(evt.clientX - ClientRect.left),
          y: Math.round(evt.clientY - ClientRect.top)
          }
          }


          Next you need to change the function for the mousedown. You need to use the method isPointInPath to check if the mouse is inside the nesne thing.



          function(event) {
          mouse = oMousePos(game.canvas, event);

          game.ctx.beginPath();
          game.ctx.rect(player.x,player.y,player.w,player.h);
          if (game.ctx.isPointInPath(mouse.x, mouse.y)) {


          if (game.timer) clearInterval(game.timer);
          game.nesne(150, 400, 50, 50);
          iterations = 0;
          game.timer = setInterval(game.animate.bind(this), 30);
          }

          });





          share|improve this answer


























          • Thanks for the changes you made. So how do I do this when I just click on the picture. And one of the things I can't do is I'm really freaking out :) –

            – Veysel BAYAR
            Nov 21 '18 at 10:49











          • The picture disappeared when I changed the codes according to ispointPath. I must have made a mistake again somewhere.Also in console console 22 says there is an error. mouse = oMousePos(game.canvas, event); ==> error code

            – Veysel BAYAR
            Nov 21 '18 at 11:43













          • Thank you. I wrote missing codes

            – Veysel BAYAR
            Nov 21 '18 at 12:26
















          0














          Changes I've made:




          1. instead of clearInterval(interval); I use clearInterval(game.timer);
            The interval is not defined. You have to use the handler you created for the setInterval(line 24 in my code)


          2. You call the game.update function but in your code is an empty function. I've changed that. Now the game.update() calls the player.update().


          3. To reanimate the player again on mousedown you need to reset the iterations = 0;






          var player, mouse;
          var iterations = 0;


          var game = {
          canvas: document.createElement("canvas"),
          start: function () {

          game.canvas.width = 357;
          game.canvas.height = 500;
          game.canvas.style.border = "1px solid red";
          game.ctx = game.canvas.getContext("2d");


          document.body.appendChild(game.canvas);

          player=new game.nesne(150,400,50,50);


          game.canvas.addEventListener("mousedown",
          function(event) {

          if (game.timer) clearInterval(game.timer);
          game.nesne(150, 400, 50, 50);
          iterations = 0;
          game.timer = setInterval(game.animate.bind(this), 30);


          });

          game.timer = setInterval(game.animate.bind(this), 30);
          },


          draw: function () {
          player.draw();
          },

          update: function () {
          player.update();///////////////
          },


          nesne: function (x, y, w, h) {

          this.x = x;
          this.y = y;
          this.w = w;
          this.h = h;

          this.image=new Image();
          this.image.src="https://s3-us-west-2.amazonaws.com/s.cdpn.io/222579/puppy150x150.jpg";
          this.vx = 1;
          this.vy = -1;
          this.draw = function () {

          game.ctx.drawImage(this.image,this.x,this.y,this.w,this.h);


          }


          this.update = function () {
          this.x += this.vx;
          this.y += this.vy;

          }
          },

          animate: function () {
          game.ctx.clearRect(0,0,game.canvas.width,game.canvas.height);

          iterations++
          if (iterations >= 100)
          //clearInterval(interval);
          clearInterval(game.timer);
          game.update();
          game.draw();

          }
          }

          window.addEventListener("load", game.start, false);





          UPDATE



          The OP commented:




          So how do I do this when I just click on the picture.




          In this case you need to detect the position of the mouse when clicking the canvas. I've added a function to detect the mouse position:



          function oMousePos(canvas, evt) {
          var ClientRect = canvas.getBoundingClientRect();
          return {
          x: Math.round(evt.clientX - ClientRect.left),
          y: Math.round(evt.clientY - ClientRect.top)
          }
          }


          Next you need to change the function for the mousedown. You need to use the method isPointInPath to check if the mouse is inside the nesne thing.



          function(event) {
          mouse = oMousePos(game.canvas, event);

          game.ctx.beginPath();
          game.ctx.rect(player.x,player.y,player.w,player.h);
          if (game.ctx.isPointInPath(mouse.x, mouse.y)) {


          if (game.timer) clearInterval(game.timer);
          game.nesne(150, 400, 50, 50);
          iterations = 0;
          game.timer = setInterval(game.animate.bind(this), 30);
          }

          });





          share|improve this answer


























          • Thanks for the changes you made. So how do I do this when I just click on the picture. And one of the things I can't do is I'm really freaking out :) –

            – Veysel BAYAR
            Nov 21 '18 at 10:49











          • The picture disappeared when I changed the codes according to ispointPath. I must have made a mistake again somewhere.Also in console console 22 says there is an error. mouse = oMousePos(game.canvas, event); ==> error code

            – Veysel BAYAR
            Nov 21 '18 at 11:43













          • Thank you. I wrote missing codes

            – Veysel BAYAR
            Nov 21 '18 at 12:26














          0












          0








          0







          Changes I've made:




          1. instead of clearInterval(interval); I use clearInterval(game.timer);
            The interval is not defined. You have to use the handler you created for the setInterval(line 24 in my code)


          2. You call the game.update function but in your code is an empty function. I've changed that. Now the game.update() calls the player.update().


          3. To reanimate the player again on mousedown you need to reset the iterations = 0;






          var player, mouse;
          var iterations = 0;


          var game = {
          canvas: document.createElement("canvas"),
          start: function () {

          game.canvas.width = 357;
          game.canvas.height = 500;
          game.canvas.style.border = "1px solid red";
          game.ctx = game.canvas.getContext("2d");


          document.body.appendChild(game.canvas);

          player=new game.nesne(150,400,50,50);


          game.canvas.addEventListener("mousedown",
          function(event) {

          if (game.timer) clearInterval(game.timer);
          game.nesne(150, 400, 50, 50);
          iterations = 0;
          game.timer = setInterval(game.animate.bind(this), 30);


          });

          game.timer = setInterval(game.animate.bind(this), 30);
          },


          draw: function () {
          player.draw();
          },

          update: function () {
          player.update();///////////////
          },


          nesne: function (x, y, w, h) {

          this.x = x;
          this.y = y;
          this.w = w;
          this.h = h;

          this.image=new Image();
          this.image.src="https://s3-us-west-2.amazonaws.com/s.cdpn.io/222579/puppy150x150.jpg";
          this.vx = 1;
          this.vy = -1;
          this.draw = function () {

          game.ctx.drawImage(this.image,this.x,this.y,this.w,this.h);


          }


          this.update = function () {
          this.x += this.vx;
          this.y += this.vy;

          }
          },

          animate: function () {
          game.ctx.clearRect(0,0,game.canvas.width,game.canvas.height);

          iterations++
          if (iterations >= 100)
          //clearInterval(interval);
          clearInterval(game.timer);
          game.update();
          game.draw();

          }
          }

          window.addEventListener("load", game.start, false);





          UPDATE



          The OP commented:




          So how do I do this when I just click on the picture.




          In this case you need to detect the position of the mouse when clicking the canvas. I've added a function to detect the mouse position:



          function oMousePos(canvas, evt) {
          var ClientRect = canvas.getBoundingClientRect();
          return {
          x: Math.round(evt.clientX - ClientRect.left),
          y: Math.round(evt.clientY - ClientRect.top)
          }
          }


          Next you need to change the function for the mousedown. You need to use the method isPointInPath to check if the mouse is inside the nesne thing.



          function(event) {
          mouse = oMousePos(game.canvas, event);

          game.ctx.beginPath();
          game.ctx.rect(player.x,player.y,player.w,player.h);
          if (game.ctx.isPointInPath(mouse.x, mouse.y)) {


          if (game.timer) clearInterval(game.timer);
          game.nesne(150, 400, 50, 50);
          iterations = 0;
          game.timer = setInterval(game.animate.bind(this), 30);
          }

          });





          share|improve this answer















          Changes I've made:




          1. instead of clearInterval(interval); I use clearInterval(game.timer);
            The interval is not defined. You have to use the handler you created for the setInterval(line 24 in my code)


          2. You call the game.update function but in your code is an empty function. I've changed that. Now the game.update() calls the player.update().


          3. To reanimate the player again on mousedown you need to reset the iterations = 0;






          var player, mouse;
          var iterations = 0;


          var game = {
          canvas: document.createElement("canvas"),
          start: function () {

          game.canvas.width = 357;
          game.canvas.height = 500;
          game.canvas.style.border = "1px solid red";
          game.ctx = game.canvas.getContext("2d");


          document.body.appendChild(game.canvas);

          player=new game.nesne(150,400,50,50);


          game.canvas.addEventListener("mousedown",
          function(event) {

          if (game.timer) clearInterval(game.timer);
          game.nesne(150, 400, 50, 50);
          iterations = 0;
          game.timer = setInterval(game.animate.bind(this), 30);


          });

          game.timer = setInterval(game.animate.bind(this), 30);
          },


          draw: function () {
          player.draw();
          },

          update: function () {
          player.update();///////////////
          },


          nesne: function (x, y, w, h) {

          this.x = x;
          this.y = y;
          this.w = w;
          this.h = h;

          this.image=new Image();
          this.image.src="https://s3-us-west-2.amazonaws.com/s.cdpn.io/222579/puppy150x150.jpg";
          this.vx = 1;
          this.vy = -1;
          this.draw = function () {

          game.ctx.drawImage(this.image,this.x,this.y,this.w,this.h);


          }


          this.update = function () {
          this.x += this.vx;
          this.y += this.vy;

          }
          },

          animate: function () {
          game.ctx.clearRect(0,0,game.canvas.width,game.canvas.height);

          iterations++
          if (iterations >= 100)
          //clearInterval(interval);
          clearInterval(game.timer);
          game.update();
          game.draw();

          }
          }

          window.addEventListener("load", game.start, false);





          UPDATE



          The OP commented:




          So how do I do this when I just click on the picture.




          In this case you need to detect the position of the mouse when clicking the canvas. I've added a function to detect the mouse position:



          function oMousePos(canvas, evt) {
          var ClientRect = canvas.getBoundingClientRect();
          return {
          x: Math.round(evt.clientX - ClientRect.left),
          y: Math.round(evt.clientY - ClientRect.top)
          }
          }


          Next you need to change the function for the mousedown. You need to use the method isPointInPath to check if the mouse is inside the nesne thing.



          function(event) {
          mouse = oMousePos(game.canvas, event);

          game.ctx.beginPath();
          game.ctx.rect(player.x,player.y,player.w,player.h);
          if (game.ctx.isPointInPath(mouse.x, mouse.y)) {


          if (game.timer) clearInterval(game.timer);
          game.nesne(150, 400, 50, 50);
          iterations = 0;
          game.timer = setInterval(game.animate.bind(this), 30);
          }

          });





          var player, mouse;
          var iterations = 0;


          var game = {
          canvas: document.createElement("canvas"),
          start: function () {

          game.canvas.width = 357;
          game.canvas.height = 500;
          game.canvas.style.border = "1px solid red";
          game.ctx = game.canvas.getContext("2d");


          document.body.appendChild(game.canvas);

          player=new game.nesne(150,400,50,50);


          game.canvas.addEventListener("mousedown",
          function(event) {

          if (game.timer) clearInterval(game.timer);
          game.nesne(150, 400, 50, 50);
          iterations = 0;
          game.timer = setInterval(game.animate.bind(this), 30);


          });

          game.timer = setInterval(game.animate.bind(this), 30);
          },


          draw: function () {
          player.draw();
          },

          update: function () {
          player.update();///////////////
          },


          nesne: function (x, y, w, h) {

          this.x = x;
          this.y = y;
          this.w = w;
          this.h = h;

          this.image=new Image();
          this.image.src="https://s3-us-west-2.amazonaws.com/s.cdpn.io/222579/puppy150x150.jpg";
          this.vx = 1;
          this.vy = -1;
          this.draw = function () {

          game.ctx.drawImage(this.image,this.x,this.y,this.w,this.h);


          }


          this.update = function () {
          this.x += this.vx;
          this.y += this.vy;

          }
          },

          animate: function () {
          game.ctx.clearRect(0,0,game.canvas.width,game.canvas.height);

          iterations++
          if (iterations >= 100)
          //clearInterval(interval);
          clearInterval(game.timer);
          game.update();
          game.draw();

          }
          }

          window.addEventListener("load", game.start, false);





          var player, mouse;
          var iterations = 0;


          var game = {
          canvas: document.createElement("canvas"),
          start: function () {

          game.canvas.width = 357;
          game.canvas.height = 500;
          game.canvas.style.border = "1px solid red";
          game.ctx = game.canvas.getContext("2d");


          document.body.appendChild(game.canvas);

          player=new game.nesne(150,400,50,50);


          game.canvas.addEventListener("mousedown",
          function(event) {

          if (game.timer) clearInterval(game.timer);
          game.nesne(150, 400, 50, 50);
          iterations = 0;
          game.timer = setInterval(game.animate.bind(this), 30);


          });

          game.timer = setInterval(game.animate.bind(this), 30);
          },


          draw: function () {
          player.draw();
          },

          update: function () {
          player.update();///////////////
          },


          nesne: function (x, y, w, h) {

          this.x = x;
          this.y = y;
          this.w = w;
          this.h = h;

          this.image=new Image();
          this.image.src="https://s3-us-west-2.amazonaws.com/s.cdpn.io/222579/puppy150x150.jpg";
          this.vx = 1;
          this.vy = -1;
          this.draw = function () {

          game.ctx.drawImage(this.image,this.x,this.y,this.w,this.h);


          }


          this.update = function () {
          this.x += this.vx;
          this.y += this.vy;

          }
          },

          animate: function () {
          game.ctx.clearRect(0,0,game.canvas.width,game.canvas.height);

          iterations++
          if (iterations >= 100)
          //clearInterval(interval);
          clearInterval(game.timer);
          game.update();
          game.draw();

          }
          }

          window.addEventListener("load", game.start, false);






          share|improve this answer














          share|improve this answer



          share|improve this answer








          edited Nov 21 '18 at 10:49

























          answered Nov 21 '18 at 8:49









          enxanetaenxaneta

          9,0302519




          9,0302519













          • Thanks for the changes you made. So how do I do this when I just click on the picture. And one of the things I can't do is I'm really freaking out :) –

            – Veysel BAYAR
            Nov 21 '18 at 10:49











          • The picture disappeared when I changed the codes according to ispointPath. I must have made a mistake again somewhere.Also in console console 22 says there is an error. mouse = oMousePos(game.canvas, event); ==> error code

            – Veysel BAYAR
            Nov 21 '18 at 11:43













          • Thank you. I wrote missing codes

            – Veysel BAYAR
            Nov 21 '18 at 12:26



















          • Thanks for the changes you made. So how do I do this when I just click on the picture. And one of the things I can't do is I'm really freaking out :) –

            – Veysel BAYAR
            Nov 21 '18 at 10:49











          • The picture disappeared when I changed the codes according to ispointPath. I must have made a mistake again somewhere.Also in console console 22 says there is an error. mouse = oMousePos(game.canvas, event); ==> error code

            – Veysel BAYAR
            Nov 21 '18 at 11:43













          • Thank you. I wrote missing codes

            – Veysel BAYAR
            Nov 21 '18 at 12:26

















          Thanks for the changes you made. So how do I do this when I just click on the picture. And one of the things I can't do is I'm really freaking out :) –

          – Veysel BAYAR
          Nov 21 '18 at 10:49





          Thanks for the changes you made. So how do I do this when I just click on the picture. And one of the things I can't do is I'm really freaking out :) –

          – Veysel BAYAR
          Nov 21 '18 at 10:49













          The picture disappeared when I changed the codes according to ispointPath. I must have made a mistake again somewhere.Also in console console 22 says there is an error. mouse = oMousePos(game.canvas, event); ==> error code

          – Veysel BAYAR
          Nov 21 '18 at 11:43







          The picture disappeared when I changed the codes according to ispointPath. I must have made a mistake again somewhere.Also in console console 22 says there is an error. mouse = oMousePos(game.canvas, event); ==> error code

          – Veysel BAYAR
          Nov 21 '18 at 11:43















          Thank you. I wrote missing codes

          – Veysel BAYAR
          Nov 21 '18 at 12:26





          Thank you. I wrote missing codes

          – Veysel BAYAR
          Nov 21 '18 at 12:26




















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