Reputation: 1175
I am writing some basic code using the prototypal pattern. I am trying to draw an image to canvas but it is not working. I have debugged the code within Chrome and it is because the image.onload
is not firing. I don't believe the image is being loaded.
Here are the two functions that control this.
var SimpleGame = function () {
self = this; //Reference to this function
//Canvas
this.canvas = document.createElement("canvas");
this.ctx = this.canvas.getContext("2d");
this.canvas.width = 251;
this.canvas.height = 217;
//Default objects
this.bgReady = false;
this.bgImage = new Image();
};
var simpleProto = SimpleGame.prototype; //Cache the prototype
//Draw the objects on the canvas
simpleProto.draw = function() {
//Draw/ Render the canvas
document.body.appendChild(self.canvas);
//Draw the background
self.bgImage.onload = function() {
self.bgReady = true;
};
self.bgImage.src = "images/background.png";
if(self.bgReady) {
self.ctx.drawImage(self.bgImage, 10, 10);
};
}
Any idea why?
Upvotes: 2
Views: 486
Reputation: 105035
Your if(self.bgReady) is being tested before the image has a chance to load.
So naturally it will be false and drawImage will not be executed.
Fix:
Put self.ctx.drawImage in self.bgImage.onload
Good luck with your project!
Upvotes: 1