I have a problem with an object not drawing it's image. I've set the onload property of the image to the draw function..
//ctor
function Sprite(someargs,pContext)
this.setContext(pContext); //This could be the problem?
this.setX(px);
this.setY(py);
this.setTexture(pImagePath);
//I run this in the constructor
Sprite.prototype.setTexture = function(pImagePath){
this.texture = new Image();
this.texture.onload = this.draw();
this.texture.src = pImagePath;
};
Sprite.prototype.draw = function(){
this.getContext().drawImage(this.texture,this.getX(),this.getY(),100,100);
};
Sprite.prototype.setContext = function(pContext){
this.mContext = pContext;
};
No errors at runtime, image not drawn onto canvas though. I'v put alerts in all the above methods, all of which are being executed.
Anyone got any ideas as to why it's not drawing?
Cheers
this.texture.onload = this.draw();
you are not setting onload
to the draw
function but to the result of draw
function
this.texture.onload = this.draw;
also wouldn't be good because you will lose your context of this
in here. this
inside of draw
function will point to texture
instead of Sprite
you need to bind
the function draw
to this
(which is the Sprite
at the moment) and pass it to onload
this.texture.onload = this.draw.bind(this);
or:
var that = this;
this.texture.onload = function() { that.draw(); }
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