Reputation: 2263
I'm trying to loop through 3 images in my array and add it to the stage (using easelJS). I want to position it as well. When I try to access the images in the array i get an error saying that the I can't set x of undefined. Why can't the x variable of the easeljs Bitmap be accessed?
function displayPosters() {
getPosters(); //get all images and assign it to designated array
console.log(frontPosters);
console.log(frontPosters.length);
if(currentCat == Category.HOME) { //if current category is HOME
for(var i = 0; i < frontPosters.length; i++) { //loop through posters
frontPosters[i].x = 40; //set x position for testing, also where error occurs
stage.addChild(frontPosters[i]); //add poster to stage
}
}
}
here is the code for loading and pushing those images into the frontPosters arrray.
var frontPosters = new Array(3);
function getPosters() {
var games = new Image(); //create 3 images
var apps = new Image();
var aboutme = new Image();
games.onload = function() { //add image to frontImages array on load
var gamesPost = new createjs.Bitmap(games);
frontPosters[0] = gamesPost;
};
apps.onload = function() {
var appPost = new createjs.Bitmap(apps);
frontPosters[1] = appPost;
};
aboutme.onload = function() {
var amPost = new createjs.Bitmap(aboutme);
frontPosters[2] = amPost;
};
games.src = "images/assets/posters/games_poster.jpg";
apps.src = "images/assets/posters/apps_poster.jpg";
aboutme.src = "images/assets/posters/aboutme_poster.jpg";
}
Upvotes: 0
Views: 280
Reputation: 4348
Using for(poster in frontPosters)
is bad practice, because you're actually iterating over the Array Object and not the values (a.k.a. the Array itself). Use for(var i=0; i<frontPosters.length; i++)
instead. It's the easiest solution, IMO.
for(var i = 0; i < frontPosters.length; i++) { //loop through posters
frontPosters[i].x = 40; //set x position for testing, also where error occurs
stage.addChild(frontPosters[i]); //add poster to stage
}
Edit
I think you are dealing with a race-condition. You are going over your array before all images were loaded. By setting var frontPosters = new Array(3);
you automatically set three values to undefined
which are pushed into the new array.
You should check that all images were loaded before proceeding with the script.
Here's an idea for you. Set a callback that will run only after the third image was loaded.
var frontPosters = new Array(3);
function getPosters(callback) {
var games = new Image(),
apps = new Image(),
aboutme = new Image(),
loaded = 0;
games.onload = function() {
frontPosters[0] = new createjs.Bitmap(this);
if (++loaded === 3) callback();
};
apps.onload = function() {
frontPosters[1] = new createjs.Bitmap(this);
if (++loaded === 3) callback();
};
aboutme.onload = function() {
frontPosters[2] = new createjs.Bitmap(this);
if (++loaded === 3) callback();
};
games.src = "images/assets/posters/games_poster.jpg";
apps.src = "images/assets/posters/apps_poster.jpg";
aboutme.src = "images/assets/posters/aboutme_poster.jpg";
}
function displayPosters() {
getPosters(function() {
if(currentCat == Category.HOME) { //if current category is HOME
for(var i = 0; i < frontPosters.length; i++) { //loop through posters
frontPosters[i].x = 40; //set x position for testing, also where error occurs
stage.addChild(frontPosters[i]); //add poster to stage
}
}
}); //get all images and assign it to designated array, only after all images were loaded
}
Upvotes: 1