window.onload = init;
function init(){
canvas = document.getElementById(\'canvas\');
context2D = canvas.getContext(\'2d\');
setInterval(draw, 1000/FPS);
}
function draw(){
context2D.clearRect(0, 0, canvas.width, canvas.height);
context2D.drawImage(image, x, y);
x += 1* xDirection;
y += 1* yDirection;