Reputation: 55
Once again, completely out of my depth but I need to preload some images and then add them to the page when 'all elements (including xml files etc.)' are loaded. The images and references are stored in an array for later access. Trying to draw and image from that array throws an error yet I know it is available as I can just appendTo the page:
preloadImages: function (loadList, callback) {
var img;
var loadedFiles = [];
var remaining = loadList.length;
$(loadList).each(function(index, address ) {
img = new Image();
img.onload = function() {
--remaining;
if (remaining <= 0) {
callback(loadedFiles);
}
};
img.src = loadList[index];
loadedFiles.push({file: 'name of image to be loaded', image: img }); //Store the image name for later refernce and the image
});
}
//WHEN CERTAIN OTHER CONDITIONS EXIST I CALL THE FUNCTION BELOW
buildScreen: function ( imageLocs, image){
//THIS FUNCTION LOOPS THROUGH imageLocs (XML) AND CREATES CANVAS ELEMENTS, ADDING CLASSES ETC AND DRAWS PART OF A SPRITE (image)
//INTO THE CANVASES CREATED
var ctx = $('ID of CANVAS').get(0).getContext("2d");
var x = 'position x in imageLocs'
var y = 'position y in imageLocs'
var w = 'width in imageLocs'
var h = 'position x in imageLocs'
ctx.drawImage(image, x,y, w, h, 0, 0, w, h); //THIS THROWS AN ERROR 'TypeError: Value could not be converted to any of: HTMLImageElement, HTMLCanvasElement, HTMLVideoElement'
//$(image).appendTo("#innerWrapper") //YET I KNOW THAT IT IS AVAILABE AS THIS LINE ADDS THE IMAGE TO THE PAGE
}
Upvotes: 1
Views: 4028
Reputation: 36005
The issue is caused because you are passing a jQuery object to a native function, in this case ctx.drawImage
, drawImage will only support native objects.
startSequence : function(){
$('#innerWrapper').empty();
var screenImageRef = $.grep(ST.imageFilesLoaded, function(e){
return e.file == 'AtlasSheet'
});
var screenImage = $(screenImageRef[0].image);
var imageLocsRef = $.grep(ST.xmlFilesLoaded, function(e){
return e.file == 'IMAGELOCS'
});
var imageLocs = $(imageLocsRef[0].xml);
//$(screenImage).appendTo("#innerWrapper") //appends screenImage
Utilis.buildScreen('1', imageLocs, screenImage, ST.didYouSeeIt, 'ST')
}
Your screenImage
var is created by $(screenImageRef[0].image)
, this will return a jQuery object that wrappers the native image object. To get back to the original native image object use the following:
screenImage.get(0)
or
screenImage[0]
The former is the jQuery supported way.
So the fix to your code should be either, changing the following line:
Utilis.buildScreen('1', imageLocs, screenImage.get(0), ST.didYouSeeIt, 'ST');
Or changing the line in the buildScreen method:
ctx.drawImage(image.get(0), x,y, w, h, 0, 0, w, h);
... Whichever you prefer.
The reason why everything appears to work when you append the image, is because you are using jQuery to append the image, and jQuery supports being passed jQuery wrapped elements. If you had tried to append your screenImage
using native functions i.e. Element.appendChild()
you would have got similar errors.
Just to help in future, it's always best to use console.log
to find out what type/structure a variable actually has. Using console.log
on your previous image
var would have given a strange object dump of the jQuery wrapper (which might have rang alarm bells), rather than the expected [object HTMLImageElement]
or some other image/console related output (depending on the browser).
Upvotes: 3
Reputation: 5061
I think your image preloader isn't quite correct as it uses the same img
variable for all images.
Here is one that I know works well: https://gist.github.com/eikes/3925183
Upvotes: 1