问题
I'm going to start this question off by saying that this is 100% working in Firefox (v21.0). For some reason it's not working in Google Chrome (v27.0.1453.94m). It also doesn't work in IE10.
Here is the JavaScript code I'm having issues with:
function canvasDrawBackground(value){
console.log(value);
stage.removeChild(background);
var temp = new createjs.Bitmap("images/bg_" + value +".jpg");
background = new createjs.Container();
background.x = background.y = 0;
background.addChild(temp);
stage.addChild(background);
background.addEventListener("mousedown", function(evt) {
var offset = {x:evt.target.x-evt.stageX, y:evt.target.y-evt.stageY};
evt.addEventListener("mousemove",function(ev) {
ev.target.x = ev.stageX+offset.x;
ev.target.y = ev.stageY+offset.y;
stage.update();
});
});
stage.update();
}
So, in Firefox the above code works, as in the image is added to the canvas and you can drag it around.
In Chrome / IE10 nothing happens - or more simply nothing appears on the canvas. I think the issue is in regards to when I add the image into the container, as I can place other items into the container and it works.
I am using http://code.createjs.com/easeljs-0.6.1.min.js and this code is based off of the "drag" tutorial. Here's the code from the tutorial:
<!DOCTYPE html>
<html>
<head>
<title>EaselJS demo: Dragging</title>
<link href="../../shared/demo.css" rel="stylesheet" type="text/css">
<script src="http://code.createjs.com/easeljs-0.6.0.min.js"></script>
<script>
var stage, output;
function init() {
stage = new createjs.Stage("demoCanvas");
// this lets our drag continue to track the mouse even when it leaves the canvas:
// play with commenting this out to see the difference.
stage.mouseMoveOutside = true;
var circle = new createjs.Shape();
circle.graphics.beginFill("red").drawCircle(0, 0, 50);
var label = new createjs.Text("drag me", "bold 14px Arial", "#FFFFFF");
label.textAlign = "center";
label.y = -7;
var dragger = new createjs.Container();
dragger.x = dragger.y = 100;
dragger.addChild(circle, label);
stage.addChild(dragger);
dragger.addEventListener("mousedown", function(evt) {
var offset = {x:evt.target.x-evt.stageX, y:evt.target.y-evt.stageY};
// add a handler to the event object's onMouseMove callback
// this will be active until the user releases the mouse button:
evt.addEventListener("mousemove",function(ev) {
ev.target.x = ev.stageX+offset.x;
ev.target.y = ev.stageY+offset.y;
stage.update();
});
});
stage.update();
}
</script>
</head>
<body onLoad="init();">
<canvas id="demoCanvas" width="500" height="200">
alternate content
</canvas>
</body>
</html>
To simulate my issue, change "var circle = new createjs.Shape();" into a bitmap / image, createjs.Bitmap("images/bg_" + value +".jpg");. It then doesn't render.
Any help is greatly appreciated! Hopefully I'm just doing it wrong. :P
回答1:
This is probably because the image is not loaded. If you only update the stage after creating it, the image may not display. I would recommend adding a callback to the image to update the stage after its loaded.
// Simple approach. May not work depending on the scope of the stage.
var temp = new createjs.Bitmap("images/bg_" + value +".jpg");
temp.image.onload = function() { stage.update(); }
It also may make sense to preload the images you intend to use.
来源:https://stackoverflow.com/questions/16865628/easel-js-browser-compatibility-when-placing-an-image-within-a-container-and-add