Result: It doesn't load the image to the canvas. I'm getting white rectangle, any idea why? I thought I could just call the draw method directly from the variable, like eg: bg.draw, or does that mean that I need to re-draw the Image again on the canvas and re-run the bg.draw?
const cvs = document.getElementById("firstplatform");
const ctx = cvs.getContext("2d");
// GAME VARS AND CONSTS
let frames = 0;
// LOAD IMAGE
const sprite = new Image();
sprite.src = "img/sprite.png";
//BACKGROUND
const bg = {
sX: 0,
sY: 0,
w: 275,
h: 226,
x: 0,
y: cvs.height - 226,
draw: function () {
ctx.drawImage(
sprite,
this.sX,
this.sY,
this.w,
this.h,
this.x,
this.y,
this.w,
this.h
);
ctx.drawImage(
sprite,
this.sX,
this.sY,
this.w,
this.h,
this.x + this.w,
this.y,
this.w,
this.h
);
},
};
// DRAW
bg.draw();`
Below is the index.html:
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>First Game</title>
<link href="https://fonts.googleapis.com/css?family=Teko:700" rel="stylesheet">
<style>
canvas{
border: 1px solid #000;
display: block;
margin: 0 auto;
}
</style>
</head>
<body>
<canvas id="firstplatform" width="320" height="480"></canvas>
<script src="game.js"></script>
</body>
</html>
You need to wait for the image to load before you can draw it to the canvas. So wrap bg.draw
in an onload handler:
sprite.onload = function()
{
bg.draw();
}
const cvs = document.getElementById("firstplatform"); const ctx = cvs.getContext("2d"); // GAME VARS AND CONSTS let frames = 0; // LOAD IMAGE const sprite = new Image(); sprite.src = "https://cdn.sstatic.net/Img/unified/sprites.svg?v=fcc0ea44ba27"; //BACKGROUND const bg = { sX: 0, sY: 0, w: 275, h: 226, x: 0, y: cvs.height - 226, draw: function () { ctx.drawImage( sprite, this.sX, this.sY, this.w, this.h, this.x, this.y, this.w, this.h ); ctx.drawImage( sprite, this.sX, this.sY, this.w, this.h, this.x + this.w, this.y, this.w, this.h ); }, }; sprite.onload = function() { bg.draw(); }
<canvas id="firstplatform" width="320" height="480"></canvas>
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