code: function (e) {
  		var point = this._map.mouseEventToLayerPoint(e), layers = [], layer;
  
  		for (var id in this._layers) {
  			layer = this._layers[id];
  			if (layer.options.interactive && layer._containsPoint(point) && !this._map._draggableMoved(layer)) {
  				L.DomEvent._fakeStop(e);
  				layers.push(layer);
  			}
  		}
  		if (layers.length)  {
  			this._fireEvent(layers, e);
  		}
  	}
docs: Canvas obviously doesn't have mouse events for individual drawn objects, so we emulate that by calculating what's under the mouse on mousemove/click manually