Thank you for your reply, but that didn't seem to work.
Here is my entire code
$(window).load(function(){
// We are listening to the window.load event, so we can be sure
// that the images in the slideshow are loaded properly.
// Testing wether the current browser supports the canvas element:
var supportCanvas = 'getContext' in document.createElement('canvas');
// The canvas manipulations of the images are CPU intensive,
// this is why we are using setTimeout to make them asynchronous
// and improve the responsiveness of the page.
var slides = $('#slideshow li'),
current = 0,
slideshow = {width:0,height:0};
var timeOut = null;
$('#slideshow .arrow').click(function(e,simulated){
// The simulated parameter is set by the
// trigger method.
if(!simulated){
// A real click occured. Cancel the
// auto advance animation.
clearTimeout(timeOut);
}
});
(function autoAdvance(){
// Simulating a click on the next arrow.
$('#slideshow .next').trigger('click',[true]);
// Schedulling a time out in 5 seconds.
timeOut = setTimeout(autoAdvance,1000);
})();
setTimeout(function(){
if(supportCanvas){
$('#slideshow img').each(function(){
if(!slideshow.width){
// Saving the dimensions of the first image:
slideshow.width = this.width;
slideshow.height = this.height;
}
// Rendering the modified versions of the images:
createCanvasOverlay(this);
});
}
$('#slideshow .arrow').click(function(){
var li = slides.eq(current),
canvas = li.find('canvas'),
nextIndex = 0;
// Depending on whether this is the next or previous
// arrow, calculate the index of the next slide accordingly.
if($(this).hasClass('next')){
nextIndex = current >= slides.length-1 ? 0 : current+1;
}
if($(this).hasClass('previous')){
nextIndex = current <= 0 ? slides.length-1 : current-1;
}
var next = slides.eq(nextIndex);
if(supportCanvas){
// This browser supports canvas, fade it into view:
canvas.fadeIn(function(){
// Show the next slide below the current one:
next.show();
current = nextIndex;
// Fade the current slide out of view:
li.fadeOut(function(){
li.removeClass('slideActive');
canvas.hide();
next.addClass('slideActive');
});
});
}
else {
// This browser does not support canvas.
// Use the plain version of the slideshow.
current=nextIndex;
next.addClass('slideActive').show();
li.removeClass('slideActive').hide();
}
});
},100);
// This function takes an image and renders
// a version of it similar to the Overlay blending
// mode in Photoshop.
function createCanvasOverlay(image){
var canvas = document.createElement('canvas'),
canvasContext = canvas.getContext("2d");
// Make it the same size as the image
canvas.width = slideshow.width;
canvas.height = slideshow.height;
// Drawing the default version of the image on the canvas:
canvasContext.drawImage(image,0,0);
// Taking the image data and storing it in the imageData array:
var imageData = canvasContext.getImageData(0,0,canvas.width,canvas.height),
data = imageData.data;
// Loop through all the pixels in the imageData array, and modify
// the red, green, and blue color values.
/*****************************
for(var i = 0,z=data.length;i<z;i++){
// The values for red, green and blue are consecutive elements
// in the imageData array. We modify the three of them at once:
data[i] = ((data[i] < 128) ? (2*data[i]*data[i] / 255) :
(255 - 2 * (255 - data[i]) * (255 - data[i]) / 255));
data[++i] = ((data[i] < 128) ? (2*data[i]*data[i] / 255) :
(255 - 2 * (255 - data[i]) * (255 - data[i]) / 255));
data[++i] = ((data[i] < 128) ? (2*data[i]*data[i] / 255) :
(255 - 2 * (255 - data[i]) * (255 - data[i]) / 255));
// After the RGB channels comes the alpha value, which we leave the same.
++i;
}
***************************/
// Putting the modified imageData back on the canvas.
canvasContext.putImageData(imageData,0,0,0,0,imageData.width,imageData.height);
// Inserting the canvas in the DOM, before the image:
image.parentNode.insertBefore(canvas,image);
}
});
and the comments are wrong, because I am changing the code from the original tutorial that I was following to get what I need 
can I not have something like this?
$('#slideshow .arrow').click(function(){
var li = slides.eq(current),
canvas = li.find('canvas'),
nextIndex = 0;
// Depending on whether this is the next or previous
// arrow, calculate the index of the next slide accordingly.
if($(this).hasClass('next')){
nextIndex = current >= slides.length-1 ? 0 : current+1;
//this just resets timeOut, or atleast I think it should when clicking next.
timeOut = setTimeout(autoAdvance,1000);
}
if($(this).hasClass('previous')){
nextIndex = current <= 0 ? slides.length-1 : current-1;
}