th / 2) {
            newX = 0;
          } else if (mouseX > viewBoxWidth - slipperWidth / 2) {
            newX = viewBoxWidth - slipperWidth;
          } else {
            newX = mouseX - slipperWidth / 2;
          }
          // Limit y
          if (mouseY < offset + slipperHeight / 2) {
            newY = offset - slipperOffsetY;
          } else if (
            mouseY >
            viewBoxHeight - slipperHeight / 2 - slipperOffsetY
          ) {
            newY = viewBoxHeight - slipperHeight - s