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图片画布HTML5数组

[英]Array of image canvas HTML5

I'm trying to make a card game in HTML5 with Canvas, but I have a problem when I try to draw 3 card at center of my canvas. 我正在尝试使用Canvas在HTML5中制作纸牌游戏,但是当我尝试在画布中心绘制3张纸牌时出现问题。

Error: 错误:

Uncaught TypeError: Failed to execute 'drawImage' on 'CanvasRenderingContext2D': The provided value is not of type '(HTMLImageElement or HTMLVideoElement or HTMLCanvasElement or ImageBitmap)' 未捕获到的TypeError:无法在'CanvasRenderingContext2D'上执行'drawImage':提供的值不是'(HTMLImageElement或HTMLVideoElement或HTMLCanvasElement或ImageBitmap)类型的值

My Code: 我的代码:

if (tableCard.length > 0)
{
    var x = 0;
    var y = 180;
    var tableImage = [];
    for (var i = 0; i < tableCard.length; i++)
    {                                                
        tableImage[i] = new Image();

        tableImage[i].onload = function () {                            
            context.drawImage(tableImage[i], x, y);
        };
        x = +90;
        carterimanenti = deckOfCard.length;
        tableImage[i].src = tableCard[i].picture;
    }
}

where tableCard 在哪里tableCard

for(var i=0; i<3; i++)
{
    var cartaU = drawRandomCard();
    tableCard.push(new Card(cartaU.Name, cartaU.semeTipo, cartaU.CardValue, cartaU.picture));
}

You are trying to refer to an indexing variable in a callback. 您正在尝试在回调中引用索引变量。 When the callback is executed this variable's value is out of bounds of your array: 执行回调时,此变量的值超出数组的范围:

context.drawImage(tableImage[**i**], x, y);

You will need to extract the applicable image element in another way: 您将需要以另一种方式提取适用的图像元素:

tableImage[i].onload = function (event) {
    context.drawImage(event.target, x, y);
};

Now I notice that your x and y coordinates are also referenced in the closure. 现在,我注意到您的xy坐标也在闭包中引用。 This will also not work. 这也行不通。 You will need to store the x and y as attributes or data of the image element. 您将需要将x和y存储为图像元素的属性或数据。 You can do something like this: 您可以执行以下操作:

var image = tableImage[i];
image.setAttribute("data-x", x);
image.setAttribute("data-y", y);
tableImage[i].onload = function () {
    var image = event.target,
        x = parseInt(image.getAttribute("data-x", 10),
        y = parseInt(image.getAttribute("data-y", 10);                          
    context.drawImage(image, x, y);
};

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