javascript html5 mouse - How do I add a simple onClick event handler to a canvas element?

3 Answers

I recommand the following article : Hit Region Detection For HTML5 Canvas And How To Listen To Click Events On Canvas Shapes which goes through various situations.

However, it does not cover the addHitRegion API, which must be the best way (using math functions and/or comparisons is quite error prone). This approach is detailed on developer.mozilla

shape jquery href

I'm an experienced Java programmer but am looking at some JavaScript/HTML5 stuff for the first time in about a decade. I'm completely stumped on what should be the simplest thing ever.

As an example I just wanted to draw something and add an event handler to it. I'm sure I'm doing something stupid, but I've searched all over and nothing that is suggested (e.g. the answer to this question: Add onclick property to input with JavaScript) works. I'm using Firefox 10.0.1. My code follows. You'll see several commented lines and at the end of each is a description of what (or what doesn't) happen.

What's the correct syntax here? I'm going crazy!

    <canvas id="myCanvas" width="300" height="150"/>
    <script language="JavaScript">
        var elem = document.getElementById('myCanvas');
        // elem.onClick = alert("hello world");  - displays alert without clicking
        // elem.onClick = alert('hello world');  - displays alert without clicking
        // elem.onClick = "alert('hello world!')";  - does nothing, even with clicking
        // elem.onClick = function() { alert('hello world!'); };  - does nothing
        // elem.onClick = function() { alert("hello world!"); };  - does nothing
        var context = elem.getContext('2d');
        context.fillStyle = '#05EFFF';
        context.fillRect(0, 0, 150, 100);


You can also put DOM elements, like div on top of the canvas that would represent your canvas elements and be positioned the same way.

Now you can attach event listeners to these divs and run the necessary actions.

Alex Answer is pretty neat but when using context rotate it can be hard to trace x,y coordinates, so I have made a Demo showing how to keep track of that.

Basically I am using this function & giving it the angle & the amount of distance traveled in that angel before drawing object.

function rotCor(angle, length){
    var cos = Math.cos(angle);
    var sin = Math.sin(angle);

    var newx = length*cos;
    var newy = length*sin;

    return {
        x : newx,
        y : newy