Functions / mousemove
mousemove(fn)
mousemove(function fn)
mousemove( )

Its one of the functions that works with events. For correct work of such functions it is necessary to specify at canvas initialization frames per second - fps: jc.start (idCanvas, fps).
mousemove(function fn)
return: object
Code
<script type="text/javascript">	
var i=0;
	function onload_1(idCanvas)	
	{	
		jc.start(idCanvas,true);
		jc.rect(20,20,100,100);
		jc.rect(20,20,100,100,'#ffffff',1)
			.mousemove(function(point){
				imgData=jc('#imgData_1');
				for(var x=point.x-5;x<point.x+5;x++)
				for(var y=point.y-5;y<point.y+5;y++)
					imgData.setPixel(x,y,'#000000');
			});
		jc.imageData(150,150)
			.id('imgData_1')
			.getData(0,0,125,125)
			.putData(125,0);
	}
</script>
<canvas id="canvas_1" width="250px" height="265px">
</canvas>
View
mousemove( )
return: object
Code
<script type="text/javascript">	
	function start_2(idCanvas)
	{
		jc('#myCircle_2').mousemove();
	}
	function stop_2(idCanvas)
	{
		jc('#myCircle_2')
			.color('#ff0000');
	}
	function onload_2(idCanvas)	
	{	
		jc.start(idCanvas,true);
		jc.circle(100,120,50,'#ff0000',1)
			.id('myCircle_2')
			.mousemove(function(){
				var r = Math.floor(Math.random() * (254));
				var g = Math.floor(Math.random() * (254));
				var b = Math.floor(Math.random() * (254));
				this.color('rgb('+r+','+g+','+b+')');
			});
	}
</script>
<canvas id="canvas_2" width="250px" height="265px">
</canvas>
View