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Home/ Questions/Q 7682099
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Editorial Team
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Editorial Team
Asked: May 31, 20262026-05-31T18:29:22+00:00 2026-05-31T18:29:22+00:00

I’m trying to animate an image using KineticJS to move across the screen, but

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I’m trying to animate an image using KineticJS to move across the screen, but I keep getting not a function errors. The image displays fine, but it keeps saying that imageObj.move is not a function and I have no idea why. I’m kinda new to javascript and KineticJS, so I could just be making a really basic error, so some help would be very welcome. Thanks!

window.onload = function(){ //init function
var stage = new Kinetic.Stage("container", 600, 600);
var fluffyImgLayer = new Kinetic.Layer();

var imageObj = new Image();
imageObj.onload = function(){
    imageF = new Kinetic.Image({
        x: 0,
        y: 250,
        image: imageObj,
    });

    fluffyImgLayer.add(imageF);

    stage.add(fluffyImgLayer);
    }

    imageObj.src = "Flutter_Fluffy_100.png";

    stage.onFrame(function(frame){
        console.log("fired")
        imageObj.move(10,10);
        fluffyImgLayer.draw();
    });

    var period = 2000;

    stage.start();
}
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  1. Editorial Team
    Editorial Team
    2026-05-31T18:29:24+00:00Added an answer on May 31, 2026 at 6:29 pm

    You could do something like this and be done with it:

    imageObj.x += 3;
    imageObj.y += 3;
    

    You need to add var in front of imageF:

    var imageF = new Kinetic.image({
    

    Take a look at:
    http://www.html5canvastutorials.com/kineticjs/html5-canvas-kineticjs-image-tutorial/

    The error your getting is because you didn’t define move() anywhere. You could make a move function and allow the object to use it. Or, you could make a function like this:

    function moveMyThing(myObj, xchange, ychange)
    {
      myObj.x += xchange;
      myObj.y += ychange;
    }
    

    Then call it with:

    moveMyThing(imageObj, 3, 3);
    

    KineticJS tends to refresh around 60FPS if all is alright, so this 3 is actually quite fast. You’ll also want to consider checking whether or not it is time to update your movement logic. It’d be best to uncouple them.

    Ex:

    stage.onFrame(function(frame){
        console.log("fired")
        time++;
        if(readyToThink(time, 6)) //check if you want to do something 
          moveMyThing(imageObj,3,3); //Then move it...
        fluffyImgLayer.draw();
    });
    
    function readyToThink(time, limit){
      if(time > limit) //some amount of time to get here
      {
        time = 0; //reset counter
        return true;
      }
      return false;
    }
    

    To account for the jumpiness, you can tween the motion.

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