How to handle mouse events on an HTML5 canvas?
To correctly handle mouse events on HTML5 canvas, first add an event listener to canvas, then calculate the coordinates of the mouse relative to canvas, then judge whether it interacts with the drawn object through geometric detection, and finally implement interactive modes such as drag and drop. 1. Use addEventListener to bind mousedown, mousemove, mouseup and mouseleave events for canvas; 2. Use getBoundingClientRect method to convert clientX/clientY to coordinates relative to canvas; 3. Use manual geometric calculations (such as rectangle boundary or circle distance formula) to detect whether the mouse is hovering on the drawn figure; 4. Maintain an array of objects containing all figures, judge the selected and update the position in the mouse event, and repaint the picture with the redraw function; you must always manually track the figure state and redraw canvas after interaction to achieve complete interaction. This is a process of building from scratch but flexible control.
Handling mouse events on an HTML5 canvas require a slightly different approach compared to regular DOM elements because the canvas is treated as a single element — all drawing happens within it, but the interactions must be manually mapped to positions in the drawing space.

Here's how to properly handle mouse events on a canvas:
1. Attach Event Listeners to the Canvas
First, get a reference to the canvas element and attach standard mouse event listeners such as mousedown
, mousemove
, mouseup
, and mouseleave
.

const canvas = document.getElementById('myCanvas'); const ctx = canvas.getContext('2d'); canvas.addEventListener('mousedown', handleMouseDown); canvas.addEventListener('mousemove', handleMouseMove); canvas.addEventListener('mouseup', handleMouseUp); canvas.addEventListener('mouseleave', handleMouseLeave);
2. Get Mouse Position Relative to the Canvas
The default clientX
and clientY
from mouse events are relative to the viewport, not the canvas. You need to convert them to coordinates relative to the canvas, especially if your canvas is positioned or scaled.
Use getBoundingClientRect()
to get accurate positioning:

function getMousePos(canvas, evt) { const rect = canvas.getBoundingClientRect(); return { x: evt.clientX - rect.left, y: evt.clientY - rect.top }; }
Now use this inside your event handlers:
function handleMouseMove(event) { const mousePos = getMousePos(canvas, event); console.log('Mouse at:', mousePos.x, mousePos.y); }
This is essential for detecting if the mouse is over a shape you've drawn.
3. Detect Interaction with Drawn Objects
Since the canvas doesn't track individual shapes, you have to manually check if the mouse is over a drawn object by using geometric checks.
For example, to detect if the mouse is over a rectangle:
function isInsideRect(mouseX, mouseY, rectX, rectY, width, height) { return mouseX >= rectX && mouseX <= rectX width && mouseY >= rectY && mouseY <= rectY height; } // Usage in event handler function handleMouseMove(event) { const mousePos = getMousePos(canvas, event); const hovering = isInsideRect(mousePos.x, mousePos.y, 50, 50, 100, 100); console.log('Over rectangle:', hovering); }
For circles, use distance formula:
function isInsideCircle(mouseX, mouseY, centerX, centerY, radius) { const dx = mouseX - centerX; const dy = mouseY - centerY; return Math.sqrt(dx*dx dy*dy) <= radius; }
You'll need to keep track of all drawn objects in an array or data structure to loop through them during hit detection.
4. Handle Common Interaction Patterns
Here's a practical example using drag-and-drop on a rectangle:
let isDragging = false; let selectedShape = null; const shapes = [ { type: 'rect', x: 50, y: 50, w: 100, h: 80, color: 'blue' }, { type: 'circle', x: 200, y: 100, r: 30, color: 'green' } ]; function handleMouseDown(event) { const mousePos = getMousePos(canvas, event); // Check shapes in reverse order (topmost first) for (let i = shapes.length - 1; i >= 0; i--) { const shape = shapes[i]; if (shape.type === 'rect') { if (isInsideRect(mousePos.x, mousePos.y, shape.x, shape.y, shape.y, shape.w, shape.h)) { isDragging = true; selectedShape = shape; break; } } else if (shape.type === 'circle') { if (isInsideCircle(mousePos.x, mousePos.y, shape.x, shape.y, shape.y, shape.r)) { isDragging = true; selectedShape = shape; break; } } } } function handleMouseMove(event) { if (!isDragging || !selectedShape) return; const mousePos = getMousePos(canvas, event); // Move the shape if (selectedShape.type === 'rect') { selectedShape.x = mousePos.x - selectedShape.w / 2; selectedShape.y = mousePos.y - selectedShape.h / 2; } else if (selectedShape.type === 'circle') { selectedShape.x = mousePos.x; selectedShape.y = mousePos.y; } // Redraw canvas redraw(); } function handleMouseUp() { isDragging = false; selectedShape = null; } function handleMouseLeave() { isDragging = false; selectedShape = null; } function redraw() { ctx.clearRect(0, 0, canvas.width, canvas.height); shapes.forEach(shape => { if (shape.type === 'rect') { ctx.fillStyle = shape.color; ctx.fillRect(shape.x, shape.y, shape.w, shape.h); } else if (shape.type === 'circle') { ctx.beginPath(); ctx.arc(shape.x, shape.y, shape.r, 0, Math.PI * 2); ctx.fillStyle = shape.color; ctx.fill(); } }); } // Initial draw redraw();
Key Points to Remember
- The canvas does not inherently know about drawn content — you must track objects and their positions.
- Always use
getBoundingClientRect()
for accurate mouse positioning. - Redraw the canvas after state changes (like dragging).
- For better performance with many objects, consider spatial indexing (like quadtrees) for hit detection.
- Touch events require similar handling using
touchstart
,touchmove
, etc., with touch coordinates.
Basically, you're building interaction logic from scratch, but once set up, it gives you full control over 2D graphics interactions.
The above is the detailed content of How to handle mouse events on an HTML5 canvas?. For more information, please follow other related articles on the PHP Chinese website!

Hot AI Tools

Undress AI Tool
Undress images for free

Undresser.AI Undress
AI-powered app for creating realistic nude photos

AI Clothes Remover
Online AI tool for removing clothes from photos.

Clothoff.io
AI clothes remover

Video Face Swap
Swap faces in any video effortlessly with our completely free AI face swap tool!

Hot Article

Hot Tools

Notepad++7.3.1
Easy-to-use and free code editor

SublimeText3 Chinese version
Chinese version, very easy to use

Zend Studio 13.0.1
Powerful PHP integrated development environment

Dreamweaver CS6
Visual web development tools

SublimeText3 Mac version
God-level code editing software (SublimeText3)

HTML5, CSS and JavaScript should be efficiently combined with semantic tags, reasonable loading order and decoupling design. 1. Use HTML5 semantic tags, such as improving structural clarity and maintainability, which is conducive to SEO and barrier-free access; 2. CSS should be placed in, use external files and split by module to avoid inline styles and delayed loading problems; 3. JavaScript is recommended to be introduced in front, and use defer or async to load asynchronously to avoid blocking rendering; 4. Reduce strong dependence between the three, drive behavior through data-* attributes and class name control status, and improve collaboration efficiency through unified naming specifications. These methods can effectively optimize page performance and collaborate with teams.

It is a block-level element, suitable for layout; it is an inline element, suitable for wrapping text content. 1. Exclusively occupy a line, width, height and margins can be set, which are often used in structural layout; 2. No line breaks, the size is determined by the content, and is suitable for local text styles or dynamic operations; 3. When choosing, it should be judged based on whether the content needs independent space; 4. It cannot be nested and is not suitable for layout; 5. Priority is given to the use of semantic labels to improve structural clarity and accessibility.

Three points to note for making HTML5 videos smoothly playback: 1. Select a suitable video format, such as MP4, WebM or Ogg, and provide multiple formats or a single format according to the target user's choice; 2. Use adaptive bit rate technology such as HLS or DASH, combined with hls.js or dash.js to achieve automatic clarity switching; 3. Reasonably set preloading policies and server configurations, such as preload attributes, byte range requests, compression and cache, to optimize loading speed and reduce traffic consumption.

HTML5introducednewinputtypesthatenhanceformfunctionalityanduserexperiencebyimprovingvalidation,UI,andmobilekeyboardlayouts.1.emailvalidatesemailaddressesandsupportsmultipleentries.2.urlchecksforvalidwebaddressesandtriggersURL-optimizedkeyboards.3.num

HTML5Canvas is an API for drawing graphics and animations on web pages, combined with GameAPIs to enable feature-rich web games. 1. Set elements and get 2D context; 2. Use JavaScript to draw objects and implement animation loops; 3. Process user input to control the game; 4. Combine APIs such as Gamepad, WebAudio, PointerLock and Fullscreen to improve the interactive experience; 5. Optimize performance and manage resource loading to ensure smooth operation.

To get the user's current location, use the HTML5 GeolocationAPI. This API provides information such as latitude and longitude after user authorization. The core method is getCurrentPosition(), which requires successful and error callbacks to be handled; at the same time, pay attention to the HTTPS prerequisite, user authorization mechanism and error code processing. ① Call getCurrentPosition to get the position once, and an error callback will be triggered if it fails; ② The user must authorize it, otherwise it cannot be obtained and may no longer be prompted; ③ Error processing should distinguish between rejection, timeout, location unavailable, etc.; ④ Enable high-precision, set timeout time, etc., and can be configured through the third parameter; ⑤ The online environment must use HTTPS, otherwise it may be restricted by the browser.

The difference between async and defer is the execution timing of the script. async allows scripts to be downloaded in parallel and executed immediately after downloading, without guaranteeing the execution order; defer executes scripts in order after HTML parsing is completed. Both avoid blocking HTML parsing. Using async is suitable for standalone scripts such as analyzing code; defer is suitable for scenarios where you need to access the DOM or rely on other scripts.

Image not displayed is usually caused by a wrong file path, incorrect file name or extension, HTML syntax issues, or browser cache. 1. Make sure that the src path is consistent with the actual location of the file and use the correct relative path; 2. Check whether the file name case and extension match exactly, and verify whether the image can be loaded by directly entering the URL; 3. Check whether the img tag syntax is correct, ensure that there are no redundant characters and the alt attribute value is appropriate; 4. Try to force refresh the page, clear the cache, or use incognito mode to eliminate cache interference. Troubleshooting in this order can solve most HTML image display problems.
