I'm trying to build a canvas that i can drag using mouse movement. And I'm doing something wrong that i cannot understand cause seems to work at first and then there is like an incremental error that make the canvas move too fast.
Considering the following code,
window.onload = function() {
var canvas = document.getElementById("canvas");
var context = canvas.getContext('2d');
function draw() {
context.fillRect(25, 25, 100, 100);
}
function clear() {
context.clearRect(0, 0, canvas.width, canvas.height);
}
var drag = false;
var dragStart;
var dragEnd;
draw()
canvas.addEventListener('mousedown', function(event) {
dragStart = {
x: event.pageX - canvas.offsetLeft,
y: event.pageY - canvas.offsetTop
}
drag = true;
})
canvas.addEventListener('mousemove', function(event) {
if (drag) {
dragEnd = {
x: event.pageX - canvas.offsetLeft,
y: event.pageY - canvas.offsetTop
}
context.translate(dragEnd.x - dragStart.x, dragEnd.y - dragStart.y);
clear()
draw()
}
})
}
live example on Plunker https://plnkr.co/edit/j8QCxwDzXJZN2DKszKwm.
Can someone help me to understand what piece I'm missing?