Preloading images in Javascript? Without jQuery

荒凉一梦 提交于 2019-12-05 18:51:37
e-sushi

Well, you will want to use a function which loads the images at a certain point, so you might as well try to understand onLoad. It's not that hard to grasp.

"onload" is a javascript event that occurs immediately after something is loaded. In other words: onLoad is like a javascript-native function which triggers when something is loaded. That something can be a window (eg: window.onload) or a document. What you want is the document onLoad event, as it triggers when your document is loaded.

Let's provide you with a simple example...

<body onload="preloadMyImages();">

This tells the browser "when you've loaded the document, run the preloadMyImages function".

All you have to do is then use that function to load your images into the client's browser cache.

function preloadMyImages() 
{
    var imageList = [
        "image.gif",
        "example/image.jpg",
        "whatever/image.png"
    ];
    for(var i = 0; i < imageList.length; i++ ) 
    {
        var imageObject = new Image();
        imageObject.src = imageList[i];
    }
}

That practically wraps it up and provides you with a fully working example. Enjoy!

EDIT

Since - according to your comment - you are looking for some more help, I would like to point you to https://stackoverflow.com/a/1038381/2432317 which (as one of many examples) shows how that you can (and probably should - depending on what you're planning do draw on your canvas) use img.onload too.

Yet, as I stated in my comment: it will all depend on where you want to take it. The more you dive into Javascript coding, the more you will understand what's going on. There are several good (partly free) books out there explaining how to code Javascript, use the HTML5 canvas, create preloaders, animations, talk about scopes etc.

A quick check at the big G of search engines turns up ample examples and tutorials too which will be helpfull for you. One of many examples: "How To Draw Images Onto Your HTML5 Canvas" which shows you preloading and looping an animation in a short and crisp tutorial.

But please, don't expect us to code it all for you - it's not going to happen. This is one of the not-so-rare cases where "learning by doing" will actually make you smarter. And if you hit another problem on your way to your final goal, you can always post a new question related to that new problem.

You have to make sure these 5 images are loaded (downloaded doesnt alwaysmean its loaded and ready to use, only onload guarantees that image is ready to use) before you use it.

So add onload for the images, then count from the onload function and trigger the draw after 5 of them are loaded

function prefetchImages(sources){
        var images = [];
        var loadedImages = 0;
        var numImages = sources.length;
        for (var i=0; i < numImages; i++) {
            images[i] = new Image();
            images[i].onload = function(){
                if (++loadedImages >= numImages) {
                    //ready draw with my images now
                    drawThePainting();
                }
            };
            images[i].src = sources[i]; //bind onload before setting src bug in some chrome versions
        }
    };

prefetchImages(["1.jpg", "2.jpg", "3.jpg", "4.jpg", "5.jpg"]);

function drawThePainting(){
        // Basic canvas info
    var canvas = document.getElementById('myCanvas');
    var context = canvas.getContext('2d');

    // Draw one of the images. Somehow it doesn't work :(
    context.drawImage(imageArray[3], x, y, width, height);
}

try this

put this script in head section
<script type="text/javascript">
    function preload(arrayOfImages) {
      for(i = 0 ; i < arrayOfImages.length ; i++)
         {
     var img = new Image();
             img.src = arrayOfImages[i];
         }
    }

 preload(['img1.png','img2.png']);
</script>
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