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                <canvas id="c" width="500" height="300"></canvas>


                canvas { border: 1px solid #ccc }


                function midPointBtw(p1, p2) {
  return {
    x: p1.x + (p2.x - p1.x) / 2,
    y: p1.y + (p2.y - p1.y) / 2

var el = document.getElementById('c');
var ctx = el.getContext('2d');

ctx.lineWidth = 1;
ctx.lineJoin = ctx.lineCap = 'round';

var isDrawing, points = [ ];

el.onmousedown = function(e) {
  isDrawing = true;
  points.push({ x: e.clientX, y: e.clientY });

el.onmousemove = function(e) {
  if (!isDrawing) return;
  points.push({ x: e.clientX, y: e.clientY });
  ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height);

function offsetPoints(val) {
  var offsetPoints = [ ];
  for (var i = 0; i < points.length; i++) {
      x: points[i].x + val,
      y: points[i].y + val
  return offsetPoints;

function stroke(points) {
  var p1 = points[0];
  var p2 = points[1];
  ctx.moveTo(p1.x, p1.y);

  for (var i = 1, len = points.length; i < len; i++) {
    // we pick the point between pi+1 & pi+2 as the
    // end point and p1 as our control point
    var midPoint = midPointBtw(p1, p2);
    ctx.quadraticCurveTo(p1.x, p1.y, midPoint.x, midPoint.y);
    p1 = points[i];
    p2 = points[i+1];
  // Draw last line as a straight line while
  // we wait for the next point to be able to calculate
  // the bezier control point
  ctx.lineTo(p1.x, p1.y);

el.onmouseup = function() {
  isDrawing = false;
  points.length = 0;