I have found an API that'll make working with CANVAS a lot easier. It allows selection and modification of individual elements on the canvas very easily. It's EaselJS. The API doc is here. http://easeljs.com/docs/
I am Ok with the API so far. What confuses me is actually some javascript in there. The part that's in bold or within * *(couldn't get the formatting to work) What kind of javascript structure is this?
(function(target){...content...})(bitmap) and in the content, it references bitmap, which is something outside.
HERE IS THE CODE
for(var i = 0; i < 100; i++){
bitmap = new Bitmap(image);
container.addChild(bitmap);
bitmap.x = canvas.width * Math.random()|0;
bitmap.y = canvas.height * Math.random()|0;
bitmap.rotation = 360 * Math.random()|0;
bitmap.regX = bitmap.image.width/2|0;
bitmap.regY = bitmap.image.height/2|0;
bitmap.scaleX = bitmap.scaleY = bitmap.scale = Math.random()*0.4+0.6;
bitmap.mouseEnabled = true;
bitmap.name = "bmp_"+i;
(function(target) {
*bitmap.onPress = function(evt) *
{if (window.console && console.log) { console.log("press!"); }
target.scaleX = target.scaleY = target.scale*1.2;
container.addChild(target);
// update the stage while we drag this target
//Ticker provides a central heartbeat for stage to listen to
//At each beat, stage.tick is called and the display list re-rendered
Ticker.addListener(stage);
var offset = {x:target.x-evt.stageX, y:target.y-evt.stageY};
evt.onMouseMove = function(ev) {
target.x = ev.stageX+offset.x;
target.y = ev.stageY+offset.y;
if (window.console && console.log) { console.log("move!"); }
}
evt.onMouseUp = function() {
target.scaleX = target.scaleY = target.scale;
// update the stage one last time to render the scale change, then stop updating:
stage.update();
Ticker.removeListener(stage);
if (window.console && console.log) { console.log("up!"); }
}
** }})(bitmap); **
bitmap.onClick = function() { if (window.console && console.log) { console.log("click!"); } }
}