I'm making a rudimentary game to learn Javascript, and drawing to the HTML canvas with images. I preload the images so they display when the game starts, but after the first time the images don't display, suggesting they're being reloaded.
This is executed on page load:
function preload() {
for (i = 0; i < preload.arguments.length; i++){
images[i] = new Image();
images[i].src = preload.arguments[i];
}
}
preload("images/background.png", "images/character.png", "images/dragon.png", "images/humanOpponent.png","images/ooze.png","images/tinyCharacter.png");
Part of the function that's called when a battle begins - I know this code is sloppy and things that are handled here should be handled elsewhere, but that's not the focus of the question:
youImage.src = "images/character.png";
background.src = "images/background.png";
if (oppType == "Human")
{oppHealth = humanOpp.maxHP;
oppImage.src = humanOpp.image;}
if (oppType == "Ooze")
{oppHealth = ooze.maxHP;
oppImage.src = ooze.image;}
if (oppType == "Dragon")
{oppHealth = dragon.maxHP;
oppImage.src = dragon.image;
youImage.src = "images/tinycharacter.png";
background.src = "images/castleBackground.png";}
I think what's happening is that the images are being reloaded when this function is called But this exact code is called when the game starts up - and the images display there. So I'm baffled.
Does it makes sense to modify it as follows?
var preloadedImages = {};
function preload(images) {
for (i = 0; i < images.length; i++){
var img = new Image();
img.src = images[i][1];
preloadedImages[images[i][0]] = img;
}
}
preload([["dragon", "images/dragon.png"], ["human", "images/humanOpponent.png"]]);
Then you can just use:
if (oppType == "Human") {
oppHealth = humanOpp.maxHP;
oppImage = preloadedImages['human'];
}
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