Reputation: 15
I've tried everything I can think of and I'm reaching my wit's end.
"tilesheet.png" should be drawn onto the canvas but nothing I try seems to work. Occasionally, when I try some new method I found online, it will appear to work fine once, but if I refresh the page it stops again.
Here is the code I'm using:
<head>
<title>Test Code</title>
<script src='scripts/jquery.js'></script>
</head>
<body>
<img id='img' src='images/tilesheet.png' style='position:absolute; visibility:hidden;'/>
<div id="port"></div>
<script>
viewHeight = 10;
viewWidth = 10;
$("#port").append("<canvas id='mapview' width='"+(viewWidth*32)+"' height='"+(viewHeight*32)+"' style='border:1px solid black;'>Your browser doesn't support the canvas element.</canvas>");
var worldMap = new gameMap(viewHeight,viewWidth);
worldMap.redraw();
// These functions define a gameMap "CLASS" //
function gameMap (height,width){
this.tileSheet = $("#img");
this.canvas = $("#mapview");
this.ctx = this.canvas.getContext("2d");//<-- Error is referring to this line
}
//Draw Function
gameMap.prototype.redraw = function(){
this.tileSheet.onload = function(){
this.ctx.drawImage(this.tileSheet,10,10);
}
this.tileSheet.src = "apps/gamejournal/images/tilesheet.png";
for(i = this.viewY; i < this.viewY+this.viewHeight; i++){
for(j = this.viewX; j < this.viewX+this.viewWidth; j++){
}
}
this.mapcss();
};
//CSS
gameMap.prototype.mapcss = function(){
var h = this.viewHeight*this.tileSize;
var w = this.viewHeight*this.tileSize;
$('#port').css({
"height":h,
"width":w,
"position":"relative",
"margin":"0 auto"
});
};
</script>
</body>
Update 10/30/15 - After using Google Chrome's "Inspect Element" feature, I've noticed that an error is being reported:
TypeError: this.canvas.getContext is not a function (test.php:26)
Does anyone know what might be causing this?
Update 11/4/15 - I've created a JSFiddle so you can see what my code is doing. https://jsfiddle.net/6ss8ygLd/3/
Any help would be greatly appreciated. Thanks!
Upvotes: 0
Views: 3234
Reputation: 15
Okay, after a lot of extra research I seem to have found the solution to my own problem.
The problems proved to be a mix of using jquery in places where it wouldn't work, and putting my "onload" function in the wrong place.
Here is the final code I used:
<head>
<title>Test Code</title>
<script src='scripts/jquery.js'></script>
</head>
<body>
<img id="tiles" src="images/tilesheet.png" style="position:absolute; left:-9999px;"/>
<div id="port"></div>
<script>
viewHeight = 10;
viewWidth = 10;
var mapw = viewWidth*32;
var maph = viewHeight*32;
$("#port").append("<canvas id='mapview' width='"+mapw+"' height='"+maph+"' style='border:1px solid black;'>Your browser doesn't support the canvas element.</canvas>");
// These functions define a gameMap "CLASS" //
function gameMap (height,width){
this.canvas = document.getElementById("mapview");
this.ctx = this.canvas.getContext("2d");
this.tileSheet = document.getElementById("tiles");
}
//Draw Function
gameMap.prototype.redraw = function(){
this.ctx.drawImage(this.tileSheet,0,0);
};
//Call Functions
document.getElementById("tiles").onload = function(){
var worldMap = new gameMap(viewHeight,viewWidth);
worldMap.redraw();
}
</script>
</body>
Upvotes: 1