问题
I am reading through "Making Isometric Social Real-Time Games with HTML5, CSS3 and Javascript."
I am not far into it, and I have run into a canvas problem that has ahd me stumped for most of the day.
drawImage() does not seem to be drawing. I have researched the issue and have tried many permutations of pre-loading the image, but so far nothing is working.
Here is my code:
HTML:
<canvas id="game" width="100" height="100">
Your browser doesn't include support for the canvas element.
</canvas>
CSS:
html {
height:100%;
overflow:hidden
}
body {
margin:0px;
padding:0px;
height:100%;
}
and js:
window.onload = function() {
var canvas = document.getElementById('game');
canvas.width=document.body.clientWidth;
canvas.height=document.body.clientHeight;
var c = canvas.getContext('2d');
function showIntro() {
var phrase = "Click or tap screen to start";
c.clearRect (0, 0, canvas.width, canvas.height);
var grd = c.createLinearGradient(0, 0, canvas.width, canvas.height);
grd.addColorStop(0, "#9db7a0");
grd.addColorStop(1, "#e6e6e6");
c.fillStyle = grd;
c.fillRect (0, 0, canvas.width, canvas.height);
var logoImg = new Image();
logoImg.src = '../img/logo.png';
var originalWidth = logoImg.width;
logoImg.width = Math.round((50 * document.body.clientWidth) / 100);
logoImg.height = Math.round((logoImg.width * logoImg.height) / originalWidth);
var logo = {
img: logoImg,
x: (canvas.width/2) - (logoImg.width/2),
y: (canvas.height/2) - (logoImg.height/2)
}
c.drawImage(logo.img, logo.x, logo.y, logo.img.width, logo.img.height);
c.font = "bold 16px sans-serif";
var mt = c.measureText(phrase);
var xcoord = (canvas.width / 2 ) - (mt.width / 2);
c.fillStyle = '#656565'
c.fillText (phrase, xcoord, 30);
}
showIntro();
}
Any help would be appreciated!
回答1:
You almost have it...
You just have to give the image time to load before drawing it.
You give an image time to load with this code:
var logoImg = new Image();
logoImg.onload = function() {
// At this point, the image is fully loaded
// So do your thing!
};
logoImg.src = "myPic.png";
Here is complete code and a Fiddle: http://jsfiddle.net/m1erickson/GKK39/
<!doctype html>
<html>
<head>
<link rel="stylesheet" type="text/css" media="all" href="css/reset.css" /> <!-- reset css -->
<script type="text/javascript" src="http://code.jquery.com/jquery.min.js"></script>
<style>
body{ background-color: ivory; }
canvas{border:1px solid red;}
</style>
<script>
$(function(){
var canvas=document.getElementById("canvas");
var c=canvas.getContext("2d");
function showIntro() {
var phrase = "Click or tap screen to start";
var logoImg=new Image();
logoImg.onload=function(){
c.clearRect (0, 0, canvas.width, canvas.height);
var grd = c.createLinearGradient(0, 0, canvas.width, canvas.height);
grd.addColorStop(0, "#9db7a0");
grd.addColorStop(1, "#e6e6e6");
c.fillStyle = grd;
c.fillRect (0, 0, canvas.width, canvas.height);
var originalWidth = logoImg.width;
logoImg.width = Math.round((50 * document.body.clientWidth) / 100);
logoImg.height = Math.round((logoImg.width * logoImg.height) / originalWidth);
var logo = {
img: logoImg,
x: (canvas.width/2) - (logoImg.width/2),
y: (canvas.height/2) - (logoImg.height/2)
}
c.drawImage(logo.img, logo.x, logo.y, logo.img.width, logo.img.height);
c.font = "bold 16px sans-serif";
var mt = c.measureText(phrase);
var xcoord = (canvas.width / 2 ) - (mt.width / 2);
c.fillStyle = '#656565'
c.fillText (phrase, xcoord, 30);
}
logoImg.src="http://dl.dropbox.com/u/139992952/car.png";
}
showIntro();
}); // end $(function(){});
</script>
</head>
<body>
<canvas id="canvas" width=300 height=300></canvas>
</body>
</html>
来源:https://stackoverflow.com/questions/15048279/drawimage-not-working