I think it is common to draw whole scene each time you want to change something, so:
context.drawImage(bgImage, 0, 0);
context.drawImage(overlayImage, overlayOffsetX, 0);
UPDATE
You could manually compose image data of two images with making copy of background image data
or
do something easier, probably faster. You could create new canvas element (without attaching to the document) which would store image data in easy to manage form. putImageData
is good if you want to place rectangular image into the canvas. But if you want to put image with transparency, additional canvas will help. See if example below is satisfying you.
// preparation of canvas containing data of overlayImage
var OVERLAY_IMAGE_WIDTH = 320;
var OVERLAY_IMAGE_Height = 400;
var overlayImageCanvas = document.createElement('canvas');
overlayImageCanvas.width = OVERLAY_IMAGE_WIDTH;
overlayImageCanvas.height = OVERLAY_IMAGE_HEIGHT;
overlayImageCanvas.getContext('2d').putImageData(overlayImage, 0, 0);
// drawing scene, execute this block every time overlayOffsetX has changed
context.putImageData(bgImage, 0, 0);
context.drawImage(overlayImageCanvas, overlayOffsetX, 0);