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  1. POHow do I get rid of the trail of images that are drawn as my character moves?
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    <p>How do I get rid of the trail of images that are drawn as my character moves? </p> <pre><code>var avatarX = 0; //Variable var avatarY = 267; //Variable var avatarImage; //Variable var counter = 1; //Variable var XWIDTH = 0; //Variable var WIDTH = 400; //Variable var dx = 5; //Variable var tt; //Variable </code></pre> <p>Code to set up the game canvas</p> <pre><code>window.addEventListener('keydown', KeyDown); function setUpGame() { var gameCanvas = document.getElementById("gameCanvas"); avatarImage = new Image(); avatarImage.src = "img/avatar.png"; gameCanvas.getContext("2d").drawImage(avatarImage, Math.random() * 100, avatarY); var tt = setInterval(function(){counTer()},1000); setInterval(handleTick, 25); } </code></pre> <p>Code to detect button presses</p> <pre><code>function KeyDown(evt, switchTEMPO) { switch (evt.keyCode) { case 39: /*Arrow to the right*/ if(avatarX + dx &lt;WIDTH &amp;&amp; avatarX + dx &gt;XWIDTH) { avatarX += dx; } break; case 37: /*Arrow to the right*/ if(avatarX - dx &gt;XWIDTH) { avatarX -= dx; } break; } } </code></pre> <p>Code to implement a counter</p> <pre><code>function counTer() { if(counter == 60) { clearInterval(tt); } else { counter++; gameCanvas.width = 400; gameCanvas.getContext("2d").font = "18px Iceland"; gameCanvas.getContext("2d").textBaseline = "top"; gameCanvas.getContext("2d").fillText("Seconds: " + counter, 5, 5); } } </code></pre> <p>Code to draw character to the screen</p> <pre><code>function handleTick() { gameCanvas.getContext("2d").drawImage(avatarImage, avatarX, avatarY); } </code></pre>
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