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Canvas.drawImage只是不繪制圖像

[英]Canvas.drawImage simply just does not draw the image

我正在嘗試生成一個基於圖塊的地圖,到目前為止工作得很好,但在用圖像替換所有“測試矩形”以表示地面,路徑,一些房屋等(在這種情況下是它的所有這些圖像相同的圖像),沒有一個圖像被繪制。

我在這做錯了什么? 我也得到零錯誤。

下面是代碼剪輯:

    // generate a large map     
    Map.prototype.generate = function(){
        var ctx = document.createElement("canvas").getContext("2d");        
        ctx.canvas.width = this.width;
        ctx.canvas.height = this.height;        

        var rows = ~~(this.width/<?php echo $GAME['map']['tileSize'] + $GAME['map']['tileBorder']; ?>) + 1;
        var columns = ~~(this.height/<?php echo $GAME['map']['tileSize'] + $GAME['map']['tileBorder']; ?>) + 1;

        ctx.save(); 

        // Here i wanted to check if the image gets drawn right besides the player
        var testImage = document.createElement('img'); // Also tried new Image();
        testImage.onload = (function () {
            console.log(testImage + "-test");
            ctx.drawImage(testImage, 1000, 1000, <?php echo $GAME['map']['tileSize']; ?>, <?php echo $GAME['map']['tileSize']; ?>);
        }());
        testImage.src = "http://192.168.0.140/img/terrain.png";

        var imgs = [];
        var imgIndex = 0;

        <?php echo "for (var y = 0, i = ".$tilesToLoad['xStart']."; i < ".($tilesToLoad['xStart'] + $GAME['map']['chunkSize'])."; y+=".($GAME['map']['tileSize'] + $GAME['map']['tileBorder']).", i++) {"; ?>

            <?php echo "for (var x = 0, j = ".$tilesToLoad['yStart']."; j < ".($tilesToLoad['yStart'] + $GAME['map']['chunkSize'])."; x+=".($GAME['map']['tileSize'] + $GAME['map']['tileBorder']).", j++) {"; ?>
                imgs[imgIndex] = document.createElement('img');                 
                imgs[imgIndex].onload = (function () {
                    console.log(imgs[imgIndex] + "-" + imgIndex + "-" + x + "-" + y);
                    ctx.drawImage(imgs[imgIndex], x, y, <?php echo $GAME['map']['tileSize']; ?>, <?php echo $GAME['map']['tileSize']; ?>);
                }());
                imgs[imgIndex].src = "http://192.168.0.140/img/terrain.png";
                imgIndex += 1;
            }
        }

        ctx.restore();  

        // store the generate map as this image texture
        this.image = new Image();
        this.image.src = ctx.canvas.toDataURL("image/png");                 

        // clear context
        ctx = null;
    }

console.log輸出:

 [object HTMLImageElement]-test
 [object HTMLImageElement]-0-0-0
 [object HTMLImageElement]-1-41-0
 [object HTMLImageElement]-2-82-0
 [object HTMLImageElement]-3-123-0

它沒有達到預期的效果,因為您已將onload函數寫為IIFE 它在分配src之前立即執行該函數,並且沒有將onload分配給該函數。

將第一個onload分配更改為:

    testImage.onload = function () {
        console.log(testImage + "-test");
        ctx.drawImage(testImage, 1000, 1000, <?php echo $GAME['map']['tileSize']; ?>, <?php echo $GAME['map']['tileSize']; ?>);
    };

我在那里做的就是刪除外括號。 后來的任務也是如此:

    imgs[imgIndex].onload = function () {
            console.log(imgs[imgIndex] + "-" + imgIndex + "-" + x + "-" + y);
            ctx.drawImage(imgs[imgIndex], x, y, <?php echo $GAME['map']['tileSize']; ?>, <?php echo $GAME['map']['tileSize']; ?>);
    };

我建議刪除ctx = null; 賦值因為如果這在onload事件之前執行,那么它們將無法在畫布上繪制圖像,而是會得到Uncaught TypeError:無法讀取null的屬性'drawImage'

另外,正如Blindman67指出的那樣,需要進行一些更改,以便在所有onload事件被觸發后從畫布中創建圖像。 為此,您可以使用計數器,類似於此示例 ,其中在加載一組圖像后顯示警報。

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