I need help with keydown and keyup events

Yeah I’m using an app called “Droidscript”, I should be getting my own laptop soon though.

I hate to keep troubling you but now when I press the left or right arrow keys he completely disappears. Here’s all the code.

<html>
 <head>
   <meta charset="utf-8">
    <body onload="draw ()">
  <script type="application/javascript">
  var moveSpeed=.01;
  
var sy=64;
var sw=32;
var sh=32;
var  dx=0;
var ypos=353;
var  dw=32;
var dh=32;
var time;

  xpos=50;
  var count=0;
  var count1=0;
  var bulletxpos= xpos+27;
  var bulletypos= ypos+23;
  
  
     var bullets = new Image ();
   var shot = new Image ();
   bullets.src="Img/bullet.png";
shot.src="Img/shot.png"



function draw(dt) {
  console.log(dt);


//Create Canvas
 
 var canvas = document.getElementById("canvas");
     
   var ctx = canvas.getContext("2d");
 
  //Draw images on canvas
  
     var pic= new Image ();
     var bullet=new Image ();
   var deku= new Image ();
     var img= new Image ();
     dekub= new Image ();
     

     
 

  
pic.src="Img/Background.png";
deku.src="Img/deku.png";
img.src="Img/Spritesheet1.png";
;

//LOAD BACKGROUND  
pic.addEventListener("load", function () {ctx.drawImage (pic,0,0) }, false);

             //LOAD MAIN CHARACTER
            img.addEventListener ("load", function stand () {ctx.drawImage (img, count, sy, sw, sh, xpos, ypos, dw, dh) }, false);


//BUTTONS

window.addEventListener("keydown", keydown, false);
window.addEventListener("keyup", keyup, false);

function keydown(event) {
  if (event.keyCode == 39) {
    moveRight(dt);
  }
  else if (event.keyCode == 37) {
    moveLeft(dt);
  }
}
function keyup(event) {
  if (y.keyCode==39) {
    stopMovingRight();
  }
  else if (key.keyCode==37) {
    stopMovingLeft();
  }
}

function moveRight(dt) {  
xpos+=moveSpeed * dt;
}


function moveLeft(dt) {
xpos-=moveSpeed*dt;
}

function stopMovingRight() {  
}

function stopMovingLeft() {
}



//ANIMATION SPEED


     //STAND AMIMATION
     if (count==480)
    count=0; 
    
    else count=count+32;
    
      
  
}     //END OF DRAW FUNCTION
   
 
      
function loop(timestamp) {
  var now = new Date().getTime();
  var dt = now - time;
  draw(dt);
  time = now;
  window.requestAnimationFrame(loop);
}
var time = new Date().getTime();
window.requestAnimationFrame(loop);
            
 
    </script>
 </head>

   <canvas id="canvas" width="640" height="400"></canvas>

 </body>
</html>