In your code, I can see a few issues that might be causing your paddle not to move correctly:
In the mousemoveMethod(pad) function, you have defined pad as a parameter, but you're not using it within the function. Instead, you should use the e parameter, which represents the mouse event. Modify the function to use e instead of pad.
You are calling the mousemoveMethod(pad) function inside the pad(e) function. This creates an infinite loop and may cause unexpected behavior. You should remove the mousemoveMethod(pad) function call from the pad(e) function.
The mousemoveMethod(pad) function is creating a new circle and adding it to the canvas, which is unnecessary for moving the paddle. Instead, you should update the position of the existing paddle based on the mouse movement. Modify the mousemoveMethod(pad) function as follows:
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function mousemoveMethod(e) {
var x = e.getX();
paddle.setPosition(x - paddle.getWidth() / 2, getHeight() - paddle.getHeight() - PADDLE_OFFSET);
}
Make sure to update all the function calls and event listeners accordingly.
By making these changes, your paddle should move correctly based on the mouse movement.
I apologize for the confusion. It seems that there was a mistake in my previous response. In the provided code, the mouse event parameter is not being passed correctly to the mousemoveMethod function. To fix this issue, you can modify your code as follows:
In the pad(e) function, change the line mouseMoveMethod(pad); to mouseMoveMethod(e);. This will pass the mouse event parameter to the mousemoveMethod function correctly.
Modify the mousemoveMethod function to access the mouse coordinates correctly. Use e.getX() and e.getY() to get the current mouse position. Update the paddle position accordingly:
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function mousemoveMethod(e) {
var x = e.getX();
paddle.setPosition(x - paddle.getWidth() / 2, getHeight() - paddle.getHeight() - PADDLE_OFFSET);
}
With these changes, the paddle should move correctly based on the mouse position.