So basically I to make so that when the two characters on the screen touch and someone presses a button it will take away their health. The only thing I don't know how to do is how to detect when they touch.
$(document).ready(function(){
var canvas = document.createElement("canvas");
var context = canvas.getContext("2d");
canvas.width = 1000;
canvas.height = 600;
document.body.appendChild(canvas);
var kGroundHeight = 500;
/*var upKey = 38;
var downKey = 40;
var leftKey = 37;
var rightKey = 39;
*/
var render = function() {
  gravity();
  gravity1();
  context.clearRect(0, 0, canvas.width, canvas.height);
    context.fillRect(0,kGroundHeight,canvas.width,10);
  context.drawImage(kirby, kirbyObject.x, kirbyObject.y);
    context.drawImage(link, linkObject.x, linkObject.y);
};
var main = function() {
  render();
  window.requestAnimationFrame(main);
};
main();
});
var linkReady = false;
var link = new Image();
link.onLoad = function() {
  linkReady = true;
};
linkObject = {};
link.src= "https://vignette1.wikia.nocookie.net/zelda/images/1/18/Link_(Sprite)_The_Legend_of_Zelda.png/revision/latest?cb=20130117162823";
linkObject.x = 200;
linkObject.y = 200;
var keys = {};
$(document).keydown(function(e) {
    console.log(e);
   move1(e.keyCode);
    if (keys[87] && keys[65]) {
       linkObject.y -=50;
       linkObject.x -=50;
    }else if(keys[87] && keys[68]){
      linkObject.y -=50;
      linkObject.x +=50;
    }else if(keys[83] && keys[68]){
      linkObject.y +=50;
      linkObject.x +=50;
    }else if(keys[83] && keys[65]){
      linkObject.y +=50;
      linkObject.x -=50;
    }
    keys[e.keyCode] = true;
}).keyup(function(e) {
   keys[e.keyCode] = false;
});
var upKey1 = 87;
var downKey1 = 83;
var leftKey1 = 65;
var rightKey1 = 68;
var attackKey1 = 75; 
var move1 = function(key) {
  if (key == upKey1) {
    linkObject.y -= 50;
  }else if(key == downKey1){
      var kGroundHeight = 500;
     if(linkObject.y + link.height ==  kGroundHeight){
      linkObject.y +=0;
    }else{
      linkObject.y +=50;
    }
    //console.log("down");
        console.log(linkObject.y);
  }else if(key == leftKey1){
    linkObject.x -=50;
  }else if(key == rightKey1 ){
    linkObject.x +=50;
  }
  // MORE DIRECTIONS!!!
};
var gravity1 = function() {
    var kGravityScale = 1;
  var kGroundHeight = 500;
  if (linkObject.y + link.height ==  kGroundHeight) {
    linkObject.y += 0;
  }else{
        linkObject.y += kGravityScale;
//console.log(link.width);
  }
};
var attack = function(a){
};
 var kGroundHeight = 500;
var keys = {};
$(document).keydown(function(e) {
    console.log(e);
   move(e.keyCode);
    if (keys[38] && keys[37]) {
       kirbyObject.y -=50;
       kirbyObject.x -=50;
    }else if(keys[38] && keys[39]){
      kirbyObject.y -=50;
      kirbyObject.x +=50;
    }else if(keys[40] && keys[39]){
      kirbyObject.y +=50;
      kirbyObject.x +=50;
    }else if(keys[40] && keys[37]){
      kirbyObject.y +=50;
      kirbyObject.x -=50;
    }
    keys[e.keyCode] = true;
}).keyup(function(e) {
   keys[e.keyCode] = false;
});
var kirbyReady = false;
var kirby = new Image();
kirby.onLoad = function() {
  kirbyReady = true;
};
kirbyObject = {};
kirby.src = "https://vignette3.wikia.nocookie.net/spritechronicles/images/5/5c/Kirby.png/revision/latest?cb=20101010225540";
kirbyObject.x = 300;
kirbyObject.y = 100;
var upKey = 38;
var downKey = 40;
var leftKey = 37;
var rightKey = 39;
var attackKey = 32; 
var move = function(key) {
  if (key == upKey) {
    kirbyObject.y -= 50;
  }else if(key == downKey){
      var kGroundHeight = 500;
     if(kirbyObject.y + kirby.height ==  kGroundHeight){
      kirbyObject.y +=0;
    }else{
      kirbyObject.y +=50;
    }
    //console.log("down");
        console.log(kirbyObject.y);
  }else if(key == leftKey){
    kirbyObject.x -=50;
  }else if(key == rightKey ){
    kirbyObject.x +=50;
  }
  // MORE DIRECTIONS!!!
};
var gravity = function() {
    var kGravityScale = 1;
  var kGroundHeight = 500;
  if (kirbyObject.y + kirby.height ==  kGroundHeight) {
    kirbyObject.y += 0;
  }else{
        kirbyObject.y += kGravityScale;
  }
};
