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Product Image Zoom Javascript

Hello everyone. Welcome to today’s tutorial. In today’s tutorial, we will learn how to create a product image zoom effect. To create this effect we need HTML, CSS and Javascript. No plugins or libraries are required at all.

You may have come across this feature on various e-commerce websites like Flipkart. The user moves the mouse or touches the image. The part of the image over which the user points the mouse is zoomed and shown in a separate container. This feature allows the user to see the minute details of the product, thereby allowing a better shopping experience.

This is not a beginner-friendly project. Javascript intermediates and experts can go for this project. If you are looking for simple javascript projects, check out this playlist here. It consists of about 70+ javascript projects along with source code.

Video Tutorial:

If you like to learn by coding along to a video tutorial, rather than reading this blog post check out the video here down below. Also do subscribe to my youtube channel where I post new tutorials, tips and tricks regularly.

Project Folder Structure:

Before we begin the coding. Let us create the project folder structure. We start by creating the project folder – “Product Image Zoom”. Inside this folder, we have three files – index.html, style.css and script.js. These files are the HTML document, the stylesheet and the script file respectively.


We begin with the HTML code. Firstly copy the code below and paste it into your HTML document. This creates the elements necessary to build the layout of our project.

<!DOCTYPE html>
<html lang="en">
    <meta name="viewport" content="width=device-width, initial-scale=1.0" />
    <title>Product Image Zoom</title>
    <!-- Stylesheet -->
    <link rel="stylesheet" href="style.css" />
    <div class="image-container" id="image-container">
      <img src="shoe-img.jpg" id="product-image" alt="shoe" />
    <div id="mouse-overlay"></div>
    <div id="overlay"></div>
    <!-- Script -->
    <script src="script.js"></script>


Next, we style and position these elements using CSS. For that, copy the code provided to you below and paste it into your CSS file.

* {
  padding: 0;
  margin: 0;
  box-sizing: border-box;
.image-container {
  width: 30%;
  margin: 5% 0 0 5%;
img {
  max-width: 100%;
#overlay {
  display: none;
  background: url("shoe-img.jpg");
  position: absolute;
  width: 25%;
  height: 35%;
  margin-top: -30%;
  margin-left: 50%;
  border: 2px solid #555;
  z-index: 1000;
  background-repeat: no-repeat;
#mouse-overlay {
  cursor: zoom-in;
  position: absolute;
  width: 2em;
  height: 2em;
  transform: translate(-50%, -50%);
  background-color: rgba(245, 245, 245, 0.6);
  border-radius: 50%;
@media only screen and (max-width: 768px) {
  .image-container {
    width: 55%;
  #overlay {
    margin-left: 70%;
    width: 25%;
    height: 15%;


Finally, all we have to do is add functionality to this project. To do so we use javascript. I have explained the javascript code using comments.

//Initial References
let imageContainer = document.getElementById("image-container");
let productImage = document.getElementById("product-image");
let overlay = document.getElementById("overlay");
let mouseOverlay = document.getElementById("mouse-overlay");

//events object(stores events for touch,mouse)
let events = {
  mouse: {
    move: "mousemove",
  touch: {
    move: "touchmove",

//initially blank
let deviceType = "";

//Checks for device type
function isTouchDevice() {
  try {
    //We try to create touch event (it would fail for desktops and throw error)
    deviceType = "touch";
    return true;
  } catch (e) {
    deviceType = "mouse";
    return false;

//hides overlay
const hideElement = () => {
  overlay.style.display = "none";
  mouseOverlay.style.display = "none";

//Check device so that deviceType variable is set to touch or mouse

/*In addEventListener we use the events object to set the event so deviceType would be set to touch or mouse since we called 'isTouchDevice()' above
if deviceType = "mouse" => the statement for event would be events[mouse].move which equals to mousemove.
if deviceType = "touch" => the statement for event would be events[touch].move which equals to touchstart.

imageContainer.addEventListener(events[deviceType].move, (e) => {
  //Try, catch to avoid any errors for touch screens
  try {
    //pageX and pageY return the position of client's cursor from top left pf screen
    var x = !isTouchDevice() ? e.pageX : e.touches[0].pageX;
    var y = !isTouchDevice() ? e.pageY : e.touches[0].pageY;
  } catch (e) {}
  //get image height and width
  let imageWidth = imageContainer.offsetWidth;
  let imageHeight = imageContainer.offsetHeight;

  //check if mouse goes out of image container
  if (
    imageWidth - (x - imageContainer.offsetLeft) < 15 ||
    x - imageContainer.offsetLeft < 15 ||
    imageHeight - (y - imageContainer.offsetTop) < 15 ||
    y - imageContainer.offsetTop < 15
  ) {
  } else {
    overlay.style.display = "block";
    mouseOverlay.style.display = "inline-block";

  var posX = ((x - imageContainer.offsetLeft) / imageWidth).toFixed(4) * 100;
  var posY = ((y - imageContainer.offsetTop) / imageHeight).toFixed(4) * 100;

  //set background position to above obtained values
  overlay.style.backgroundPosition = posX + "%" + posY + "%";

  //move the overlay with cursor
  mouseOverlay.style.top = y + "px";
  mouseOverlay.style.left = x + "px";

Our product image zoom is now ready. If you have any issues while creating this code, you can download the source code by clicking on the download button below. Also, if you have any queries, suggestions, or feedback do comment them below.




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