Canvas drawImage oop - javascript

I can't seem to figure out how to draw an image on the canvas.
I've searched for a solution, and people are talking about img.onload, but I can't figure out how to implement this with oop. - As far as I've understood, the picture need to be loaded first, but how do I get that to fit into the sequence?
Here is a very simplified example of my structure.
window.onload = function () {
var MyApp = new App();
MyApp.Loop();
}
class App {
elements: cElement[] = [];
canvas: Canvas = new Canvas();
Loop() {
this.canvas.clear();
this.Draw();
requestAnimationFrame(this.Loop.bind(this));
}
Draw() {
for (var i = 0; i < this.elements.length; i++) {
var e = this.elements[i];
var img = new Image(e.width, e.heigth);
img.src = e.ImagePath;
this.canvas.Ctx.drawImage(img, e.x, e.y);
}
}
}
Anyone who knows how to do this?
Thanks in advance

Related

How to show image when all sprites are collected p5js (play)

I'm coding a simple game in p5js with the play library in which a person wins after collecting all the "sprinkles". But I can't figure out how to show an image when all the sprinkles are collected. Can someone please help me out? I put the code parts in which the "sprinkles" and collect things happen because the total code is quite long.
function setup(){
sprinkles = new Group();
for(var i = 0; i <25; i++) {
var ang = random(360);
var px = SCENE_W/2 + 1000*cos(radians(ang));
var py = SCENE_H/2 + 1000*sin(radians(ang));
createSprinkles(2, px, py);
}
}
function draw(){
for(var j=0; j<sprinkles.length; j++) {
var s = sprinkles[j];
if(s.position.x<-MARGIN) s.position.x = SCENE_W+MARGIN;
if(s.position.x>SCENE_W+MARGIN) s.position.x = -MARGIN;
if(s.position.y<-MARGIN) s.position.y = SCENE_H+MARGIN;
if(s.position.y>SCENE_H+MARGIN) s.position.y = -MARGIN;
}
mouse.overlap(sprinkles, collect);
}
function createSprinkles(type, x, y){
var a = createSprite(x, y);
var img = loadImage('assets/sprinkles/sprinkle'+floor(random(0,5))+'.png');
a.addImage(img);
a.setSpeed(2.5-(type/2), random(360));
a.rotationSpeed = 0.5;
sprinkles.add(a);
}
function collect(collector, collected) {
collector.changeAnimation('stretch');
collector.animation.rewind();
collected.remove();
}
I've found it! I made a really dumb mistake... the dumbest one ever because I'm too tired. yay.
So if anyone is wondering about the same thing:
if(sprinkles.length<1){
background(255,200,0);
}
Here I tried a simple thing with the background colour to see if it works. Just add this code in the function draw(){} part and you're done!

Fabric.js add images order

I'm trying to add images to canvas strictly, but images are added randomly.
What's the problem?
Here is my simple code.
var canvas = new fabric.Canvas("preview");
var imgs = ['bgBottom','bgTop', 'bgLevel', 'bgCircle'];
for (var i=0; i<imgs.length;i++){
var url = imgs[i]+'.png';
fabric.Image.fromURL(url, function (oImg) {
canvas.add(oImg)
})
}
fabric.Image.fromURL loads the image in the background and runs the anonymous function you pass to it once image load is complete which adds it to the canvas. The order that the browser loads the images will vary and you can't rely on it being in a specific order.
Check out this jsfiddle that shows loading an array of images and making sure they're displayed in a set order. This works by adding the image to the canvas before it's loaded; it just doesn't render until the image is available to be displayed.
The code from the jsfiddle:
var SelfLoadingImage = fabric.util.createClass(fabric.Object, {
initialize: function(src) {
this.image = new Image();
this.image.src = src;
this.image.onload = (function() {
this.width = this.image.width;
this.height = this.image.height;
this.loaded = true;
this.setCoords();
this.fire('image:loaded');
canvas.renderAll();
}).bind(this);
},
_render: function(ctx)
{
if (this.loaded) {
ctx.drawImage(this.image, -this.width / 2, -this.height / 2);
}
}
});
var canvas = new fabric.Canvas("preview");
var imgs = [
'http://icons.iconarchive.com/icons/fasticon/ifunny/128/dog-icon.png', // dog
'http://33.media.tumblr.com/avatar_14ee6ada72a4_128.png', // cat
'http://upload.wikimedia.org/wikipedia/commons/b/bc/Nuvola_devices_mouse.png' // mouse
];
for (var i=0; i<imgs.length;i++){
var url = imgs[i];
var img = new SelfLoadingImage(url);
canvas.add(img);
}

HTML 5 Canvas Image Rendering

First time poster here but definitely not a first time reader.
My question is aimed directly at this portion of code I have. I am currently learning how HTML 5 canvases work and am designing my own RPG style game for a University project. After looking around I found some good tutorials on this guys blog, I have followed his code and triple checked it but images are now showing up.
I tried putting an alert() before and after when the image is called to the canvas under drawMap(). It works before the image is drawn but not after, leading me to believe it is something to do with my image rendering. Can someone double check my code and see what is going on? It's driving me insane!
<canvas id="game-viewport" width="760" height="440"></canvas>
<script>
window.onload = init;
var map = Array([0,0],[0,0],[0,0],[0,0]);
var tileSize = 40;
tileTypes = Array("grass.png");
tileImage = new Array();
var loaded = 0;
var loadTimer;
function loadImage(){
for(i = 0; i < tileTypes.length; i++){
tileImage[i] = new Image();
tileImage[i].src = "./game/lib/icons/own_icons/" + tileTypes[i];
tileImage[i].onload = function(){
loaded++;
}
}
}
function loadAll(){
if(loaded == tileTypes.length){
clearInterval(loadTimer);
drawMap();
}
}
function drawMap(){
var mapX = 80;
var mapY = 10;
for(i = 0; i < map.length; i++){
for(j = 0; j < map[i].length; j++){
var drawTile = map[i][j];
var xPos = (i - j) * tileSize;
var yPos = (i + j) * tileSize;
ctx.drawImage(tileImage[drawTile], xPos, yPos);
}
}
}
function init(){
var canvas = document.getElementById('game-viewport')
var ctx = canvas.getContext('2d');
loadImage();
loadTimer = setInterval(loadAll, 100);
}
</script>
The only problem is that ctx is not defined in your drawMap function.
Either pass ctx in to the function as an argument or make it a global variable.
I was lazy and did the second, but you should really do the first. Working code:
http://jsfiddle.net/YUddC/
You really should have the Chrome debugger (or whatever browser you use) on 100% of the time you're developing.. If you did, you'd see an error saying that ctx is not defined in drawMap. If you're using Chrome and press F12 to open developer tools and go to the scripts tab, you'd see this:
Which makes the problem pretty clear!

Updating an object's definition in javascript

I'm fairly new to object orientated stuff so this may very well be the wrong way to be going about getting this done.
This is a very slimmed down version of what I currently have, but the concept is essentially the same. When the user clicks on a canvas element on my page, I create 20 instances of the particle object below, append them to an array whilst at the same time updating the canvas at 30FPS and drawing circles based on the x property of the instances of each object. Once a particle is off the screen, it's removed from the array.
var particle = function()
{
var _this = this;
this.velocity = 1;
this.x = 0;
this.updateVelocity = function(newVelocity)
{
_this.multiplier = newVelocity;
}
var updateObject = function()
{
_this.x += velocity;
}
}
I would like the user to be able to control the velocity of new particles that are created using an input element on the page. When this is updated I have an event listener call
particle.updateVelocity(whateverTheUserEntered);
However I get the error "particle has no method updateVelocity". After a bit of reading up on the subject I understand that to call that function I need to create an instance of the object, but this will only update the velocity value of that instance which isn't going to work for me.
My question is, is there a way to achieve what I'm doing or have I approached this in completely the wrong way? As I said, I'm still getting to grips with OOP principles so I may have just answered my own question...
Try this:
var particle = new (function()
{
var _this = this;
this.velocity = 1;
this.x = 0;
this.updateVelocity = function(newVelocity)
{
_this.multiplier = newVelocity;
}
var updateObject = function()
{
_this.x += velocity;
}
})();
Your's is creating a function and then setting the variable particle to that value. particle will not have any special properties because of this. My example above, however, by using new and the function as a constructor assigns particle an instance of a (now anonymous) class.
I think what you want is:
// define a particle "class"
function Particle() {
var _this = {};
_this.velocity = 1;
_this.x = 0;
_this.multiplier = 1;
_this.updateVelocity = function(newVelocity)
{
_this.multiplier = newVelocity;
}
_this.updateObject = function()
{
_this.x += velocity;
}
return _this;
}
// make 1 particle
var myParticle = new Particle();
myParticle.updateVelocity(100);
// make a bunch of particles
var myParticles = [];
for (var i=0; i < 100; i++) {
var p = new Particle();
p.updateVelocity(Math.random * 100);
myParticles.push(p);
}
If you change it to
var particle = new function () {
}
The 'new' will cause creation of an instance.
So create a function that builds new particle instances for you.
Make velocity static and have a static method to update it. This way, you can still make instances of particle and update the velocity for all of them.
var particle = function() {
// particle stuff
}
particle.velocity = 1;
particle.updateVelocity = function(newVelocity) {
this.velocity = newVelocity
}

Javascript Canvas Element - Array Of Images

I'm just learning JS, trying to do things without jQuery, and I want to make something similar to this however I want to use an array of images instead of just the one.
My image array is formed like this
var image_array = new Array()
image_array[0] = "image1.jpg"
image_array[1] = "image2.jpg"
And the canvas element is written like this. (Pretty much entirely taken from the Mozilla site)
function draw() {
var ctx = document.getElementById('canvas').getContext('2d');
var img = new Image();
img.src = 'sample.png';
img.onload = function(){
for (i=0;i<5;i++){
for (j=0;j<9;j++){
ctx.drawImage(img,j*126,i*126,126,126);
}
}
}
}
It uses the image "sample.png" in that code but I want to change it to display an image from the array. Displaying a different one each time it loops.
Apoligies if I've not explained this well.
Just iterate over the array, and position the images by using its width and height properties:
function draw() {
var ctx = document.getElementById('canvas').getContext('2d'),
img, i, image_array = [];
image_array.push("http://sstatic.net/so/img/logo.png");
image_array.push("http://www.google.com/intl/en_ALL/images/logo.gif");
// ...
for (i = 0; i < image_array.length; i++) {
img = new Image();
img.src = image_array[i];
img.onload = (function(img, i){ // temporary closure to store loop
return function () { // variables reference
ctx.drawImage(img,i*img.width,i*img.height);
}
})(img, i);
}
}
Check this example.

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