It is necessary from this piece of code
const rectPos = { x: 0, y: 0 };
const currPos = { x: 0, y: 0 };
const mouseEvent = () => {
canvas.onmousedown = (e) => {
const start = { x: e.offsetX, y: e.offsetY };
canvas.onmousemove = (e) => {
currPos.x = getXPixelRatio * Math.round((rectPos.x + e.offsetX - start.x) / getXPixelRatio);
currPos.y = getYPixelRatio * Math.round((rectPos.y + e.offsetY - start.y) / getYPixelRatio);
currPos.x = edge(currPos.x, 0, w - 25);
currPos.y = edge(currPos.y, 0, h - 25);
renderAll()
drawRect(currPos.x, currPos.y);
}
document.onmouseup = (e) => {
rectPos.x = currPos.x;
rectPos.y = currPos.y;
canvas.onmousemove = null
}
}
}
It is necessary to separate the event handler and the function itself
Something like this
const mouseDown = () =>{}
const mouseMove = () =>{}
const mouseUp = () =>{}
function mouseEvents() {
canvas.addEventListiner("mousedown", mousedown)
....
}