Reputation: 17
I'm trying to add an image to my canvas but it doesn't seem to work I've taken a look and can't see anything wrong with my code but maybe someone else can.
This is my JS file.
if (window.addEventListener)
{
window.addEventListener( 'load', onLoad, false);
}
function onLoad()
{
var canvas;
var context;
function initialise()
{
canvas = document.getElementById('canvas');
if (!canvas.getContext)
{
alert('Error: no canvas.getContext!');
return;
}
context = canvas.getContext('2d');
if (!context)
{
alert('Error: failed to getContext!');
return;
}
}
}
function draw()
{
var sun = new Image();
sun.src = 'images.sun.png';
context.drawImage(sun, 100, 100);
}
onLoad();
draw();
Here's my HTML mabye this will help find the problem
<!doctype html>
<html>
<head>
<title>Test</title> <script type="text/javascript" src="javascript/canvas.js"></script>
</head>
<body>
<canvas id="canvas" width="800" height="600">
Your browser does not support the canvas tag
</canvas>
</body>
</html>
Upvotes: 0
Views: 3511
Reputation: 132
the problem is, that you declare canvas & context in onLoad() but try to access it in draw().
so, by making them global, the problem is solved:
var canvas;
var context;
if (window.addEventListener) {
window.addEventListener('load', function(){
onLoad();
}, false);
}
function onLoad() {
initialise();
draw();
}
function initialise() {
canvas = document.getElementById('canvas');
if (!canvas.getContext) {
alert('Error: no canvas.getContext!');
return;
}
context = canvas.getContext('2d');
if (!context) {
alert('Error: failed to getContext!');
return;
}
}
function draw() {
var sun = new Image();
sun.addEventListener('load', function(){
context.drawImage(sun, 100, 100);
}, false);
sun.src = 'http://puu.sh/1yKaY';
}
Upvotes: 1
Reputation: 1262
Try to draw image on it's onload event
sun.onload = function() {
context.drawImage(sun, 100, 100);
};
Upvotes: 0