Reputation: 3630
I have to be missing something simple. I have gone fairly line-by-line, but it just doesn't seem to work. I can't get the image to load.
var imageToCanvas = function(){
var stage = new Kinetic.Stage("imgarea", 250, 256);
var layer = new Kinetic.Layer();
var imageobj = new Image();
imageobj.onload = function(){
var img = new Kinetic.Image({
x: 10,
y: 10,
image: imageobj,
});
layer.add(img);
stage.add(layer);
};
imageobj.src = "/static/img/unit-test-image.png";
console.log(imageobj);
};
$(document).ready( function(){
imageToCanvas();
});
<canvas id="imgarea" width="250px" height="256px"></canvas>
the same code seems to work in another canvas app that I used Kinetc.js with. I just can't seem to figure out why this one isn't working.
The code also looks fairly similar to the tutorial as well: http://www.html5canvastutorials.com/kineticjs/html5-canvas-kineticjs-image-tutorial/
Upvotes: 1
Views: 1812
Reputation: 9
It looks like you're not defining the stage properly.. When I tried your code above I got an error about the container not being defined.. Try this instead..
var stage = new Kinetic.Stage({
container: "imgarea",
width: 250,
height: 256
});
Upvotes: 1