Here is my code :
<!DOCTYPE html>
<html>
<head>
<title>Touch Tracker Marker</title>
<meta name="viewport" content="width=device-width, user-scalable=no">
<style type="text/css">
body { margin: 0px; overflow: hidden; }
canvas { border: 1px solid black; }
</style>
<script type="text/javascript" src="magictouch.js"></script>
<script type="text/javascript">
var canvas;
var ctx;
var w = 0;
var h = 0;
var timer;
var updateStarted = false;
var touches = [];
var balles= [];
function ball(x,y){
this.x=x;
this.y=y;
function draw(){
ctx.beginPath();
ctx.arc(this.x, this.y, 20, 0, 2*Math.PI, true);
ctx.fillStyle = "rgba(0, 0, 200, 0.2)";
ctx.fill();
ctx.lineWidth = 2.0;
ctx.strokeStyle = "rgba(0, 0, 200, 0.8)";
ctx.stroke();
}
};
function update() {
if (updateStarted) return;
updateStarted = true;
var nw = window.innerWidth;
var nh = window.innerHeight;
if ((w != nw) || (h != nh)) {
w = nw;
h = nh;
canvas.style.width = w+'px';
canvas.style.height = h+'px';
canvas.width = w;
canvas.height = h;
}
ctx.clearRect(0, 0, w, h);
var i, len = touches.length;
for (i=0; i<len; i++) {
var touch = touches[i];
var px = touch.pageX;
var py = touch.pageY;
b = new ball(px,py);
b.draw();
console.log('drawn circle at ' + px +',' + py);
}
updateStarted = false;
}
function ol() {
canvas = document.getElementById('canvas');
ctx = canvas.getContext('2d');
timer = setInterval(update, 15);
canvas.addEventListener('touchend', function() {
ctx.clearRect(0, 0, w, h);
});
canvas.addEventListener('touchmove', function(event) {
event.preventDefault();
touches = event.touches;
});
canvas.addEventListener('touchstart', function(event) {
console.log('start');
});
};
</script>
</head>
<body onload="ol()">
<canvas id="canvas" width="300" height="300" style="top:0px; left:0px; width: 300px; height: 300px;"></canvas>
</body>
</html>