Sindbad~EG File Manager
<!DOCTYPE html>
<html>
<head>
<style>
#canvas {
position: absolute;
top: 0;
left: 0;
}
</style>
</head>
<body>
<canvas id="canvas"></canvas>
<script>
const canvas = document.getElementById('canvas');
const ctx = canvas.getContext('2d');
// Create an off-screen canvas
const offScreenCanvas = document.createElement('canvas');
const offScreenCtx = offScreenCanvas.getContext('2d');
// Set the canvas dimensions
canvas.width = 800;
canvas.height = 600;
// Set the off-screen canvas dimensions (should match the visible canvas)
offScreenCanvas.width = canvas.width;
offScreenCanvas.height = canvas.height;
let mouseX = 0;
let mouseY = 0;
// Event listener for mousemove
canvas.addEventListener('mousemove', (e) => {
mouseX = e.clientX - canvas.getBoundingClientRect().left;
mouseY = e.clientY - canvas.getBoundingClientRect().top;
});
function draw() {
// Clear the off-screen canvas
offScreenCtx.clearRect(0, 0, offScreenCanvas.width, offScreenCanvas.height);
// Draw your content onto the off-screen canvas
offScreenCtx.fillStyle = 'blue';
offScreenCtx.fillRect(0, 0, offScreenCanvas.width, offScreenCanvas.height);
// Draw additional elements based on mouse position
offScreenCtx.fillStyle = 'red';
offScreenCtx.beginPath();
offScreenCtx.arc(mouseX, mouseY, 20, 0, Math.PI * 2);
offScreenCtx.fill();
// Copy the off-screen canvas onto the visible canvas
ctx.drawImage(offScreenCanvas, 0, 0);
// Request the next animation frame
requestAnimationFrame(draw);
}
// Start the animation loop
draw();
</script>
</body>
</html>
Sindbad File Manager Version 1.0, Coded By Sindbad EG ~ The Terrorists