Tom, just put the code into html file and it should work just fine.
<html>
<head>
<script>
function init()
{
var canvas = document.getElementById('dynamicCanvas'); //jQuery: $("#dynamicCanvas")[0];Get a reference to the canvas object
paper.setup(canvas); //Create an empty project and a view for the canvas
var hitOptions = { segments: true, stroke: true, fill: true, tolerance: 3 };
//create a rectangle
var rectangle = new paper.Rectangle(new paper.Point(200, 200), new paper.Size(100, 100)); //or (top_left, bottom_right)
var cornerSize = new paper.Size(15, 15); //rounding of edges
var shape = new paper.Path.RoundRectangle(rectangle, cornerSize);
shape.strokeWidth = 3;
shape.strokeColor = '#525252';
shape.fillColor = '#FF6600';
shape.name = 'shape'
paper.view.draw();
tool = new paper.Tool(); //Create a simple drawing tool:
var obj
tool.onMouseDown = function(event) //Define a mousedown and mousedrag handler
{
obj = null;
var hitResult = paper.project.hitTest(event.point, hitOptions);
if (hitResult && hitResult.type == 'fill') //state fill
obj = hitResult.item;
}
tool.onMouseMove = function(event)
{
var hitResult = paper.project.hitTest(event.point, hitOptions);
paper.project.activeLayer.selected = false;
if (hitResult && hitResult.item)
hitResult.item.selected = true;
}
tool.onMouseDrag = function(event)
{
if (obj)
obj.position = event.point;
}
tool.onMouseUp = function(event)
{
}
}
</script>
</head>
<body>
<canvas id="dynamicCanvas" width="800" height="500"></canvas>
<script type="text/javascript" src="js/lib/paper.js"></script>
<input type="button" value="Do event" onclick="init();"/>
</body>
</html>