I want to draw image array with drawImage after all the images are loaded.There is a render problem with drawImage(), tried to solve with setTimeout() but its not working all the time.
Here is my code;
while(FocusItem.length>0)
{
FocusItem.pop();
}
ftx=canvas.getContext('2d');
focusImageBackground = new Image();
focusImageBackground.src = "./images/odaklanma/odaklanmaBackground.jpg";
if(RandomSoru==15)
finishSoru=true;
if(finishSoru)
{
RandomSoru = Math.floor((Math.random() * 15)+1);
tempRandomSoru=RandomSoru;
}
if(RandomSoru==tempRandomSoru)
{
RandomSoru = Math.floor((Math.random() * 15)+1);
}
var soru = new Object();
soru["image"] = new Image();
soru.image.src = './images/odaklanma/level/'+RandomSoru+'/soru.png';
soru["x"] = 341;
soru["y"] = 140;
FocusItem.push(soru);
var dogru = new Object();
dogru["image"] = new Image();
dogru.image.src = './images/odaklanma/level/'+RandomSoru+'/dogru.png';
dogru["x"] = xDogru;
dogru["y"] = 280;
FocusItem.push(dogru);
var yanlis = new Object();
yanlis["image"] = new Image();
yanlis.image.src = './images/odaklanma/level/'+RandomSoru+'/yanlis.png';
yanlis["x"] = xYanlis1;
yanlis["y"] = 280;
FocusItem.push(yanlis);
var yanlis2 = new Object();
yanlis2["image"] = new Image();
yanlis2.image.src = './images/odaklanma/level/'+RandomSoru+'/yanlis1.png';
yanlis2["x"] = xYanlis2;
yanlis2["y"] = 280;
FocusItem.push(yanlis2);
}
if(focusImageBackground.complete){
if(FocusItem[0].image.complete && FocusItem[1].image.complete && FocusItem[2].image.complete && FocusItem[3].image.complete)
drawFocus();
else
setTimeout(drawFocus,600);
}
else
focusImageBackground.onload=function(){
if(FocusItem[0].image.complete && FocusItem[1].image.complete && FocusItem[2].image.complete && FocusItem[3].image.complete)
drawFocus();
else
setTimeout(drawFocus,600);
}
function drawFocus(){
ftx.drawImage(focusImageBackground,0,0);
for (var i=0; i<FocusItem.length; i++){
FocusItem[i].image.onload=function(){
ftx.drawImage (FocusItem[i].image, FocusItem[i].x, FocusItem[i].y);
}
}
}
I'd suggest loading all your images, then when they are all done, you can call the rest of your code. I don't quite follow what you're trying to do with all the rest of your code, but here's a simple way to load an array of image URLs and know when they are done.
This is the general idea (I've left out lots of your code that has nothing to do with the central issue of knowing when all the images are loaded) and I've also tried to DRY up your code:
function createImagesNotify(srcs, fn) {
var imgs = [], img;
var remaining = srcs.length;
for (var i = 0; i < srcs.length; i++) {
img = new Image();
imgs.push(img);
img.onload = function() {
--remaining;
if (remaining == 0) {
fn(srcs);
}
};
// must set .src after setting onload handler
img.src = srcs[i];
}
return(imgs);
}
// here's your starting array of filenames
var fnames = ["soru.png", "dogru.png", "yanlis.png", "yanlis1.png"];
// insert your process to create RandomSoru here
var randomSoru = ....;
// build full urls array
var urls = [];
for (var i = 0; i < fnames; i++) {
urls.push('./images/odaklanma/level/' + RandomSoru + '/' + fnames[i]);
}
// load all images and call callback function when they are all done loading
var imgs = createImagesNotify(urls, function() {
// all images have been loaded here
// do whatever you want with all the loaded images now (like draw them)
});
This code is based on an earlier answer of mine here: Cross-browser solution for a callback when loading multiple images?
Related
I have this javascript code.
<!-- //////////////////// IMAGE 1 //////////////////// -->
var i = 1;
var Imgt2e10 = Array.apply(null, new Array(10)).map(function() {
var img = new Image();
img.src = "img/t2/t2e10/"+(i++)+".jpg"
return img
});
function RollOvert2e10(i) {
document.t2e10.src=Imgt2e10[i].src;
}
<!-- //////////////////// IMAGE 2 //////////////////// -->
var i = 1;
var Imgt2e2 = Array.apply(null, new Array(10)).map(function() {
var img = new Image();
img.src = "img/t2/t2e2/"+(i++)+".jpg"
return img
});
function RollOvert2e2(i) {
document.t2e2.src=Imgt2e2[i].src;
}
<!-- //////////////////// IMAGE 3 //////////////////// -->
var i = 1;
var Imgt2e3 = Array.apply(null, new Array(10)).map(function() {
var img = new Image();
img.src = "img/t2/t2e3/"+(i++)+".jpg"
return img
});
function RollOvert2e3(i) {
document.t2e3.src=Imgt2e3[i].src;
}
Each of these bits of code applies to one image. In this example I have 3 images but in my website I have more than 50 and it's taking too long to load the web page.
Is it because I'm repeating the code over and over or because I have too many images (small jpg's) loading at the same time?
How can I make this code shorter and elegant? Or at least the loading faster...
Any help is appreciated!
As we discussed previously, the slowdown is most certainly caused by the size of the images. Now for some less cumbersome JS code, I would propose something like that:
function Loader (basename)
{
this.image = {};
this.basename = basename;
}
Loader.prototype = {
load: function (name)
{
this.image[name] = new array(10);
for (var i = 0 ; i != 10 ; i++)
{
this.images[name][i] = new Image ();
this.images[name][i].src = "img/"+basename+"/"+name+"/"+i+".jpg";
}
},
rollover: function (name, index)
{
document[name].src = image[name][index].src;
}
}
var loader = new Loader("t2"); // create a loader for the t2 folder
loader.load ("whatever"); // load an image collection
loader.rollover ("whatever", 5); // roll over to the 5th image
I'm trying to create a lightbox for my site, and I want it to load all the images from a given directory with a filename like image#.jpg.
This is the code I have:
for(var i=0; i<1000; i++)
{
var filename = "images/image"+i+".jpg";
$.get(filename)
.done(function() {
$('#lightbox').append('<img src="placeholder.gif">');
})
.fail(function() {
i=1000; //ugh
});
}
It kind of works, but only tries to load image1000.jpg.
Also, is there a better way to do something like this? I'm sure saying 'do this a ton of times and stop when I manually change the for loop counter' is frowned on.
If your image names are sequential like your said, you can create a loop for the names, checking at every iteration if image exists - and if it doesn't - break the loop:
var bCheckEnabled = true;
var bFinishCheck = false;
var img;
var imgArray = new Array();
var i = 0;
var myInterval = setInterval(loadImage, 1);
function loadImage() {
if (bFinishCheck) {
clearInterval(myInterval);
alert('Loaded ' + i + ' image(s)!)');
return;
}
if (bCheckEnabled) {
bCheckEnabled = false;
img = new Image();
img.onload = fExists;
img.onerror = fDoesntExist;
img.src = 'images/myFolder/' + i + '.png';
}
}
function fExists() {
imgArray.push(img);
i++;
bCheckEnabled = true;
}
I've been trying to create a small HTML5-based example, but I've ran into some problems. I want to render a rock on a <canvas> but this Javascript object won't work properly.
function ImageData() {
this.image_names = ["rock1"];
this.images = new Array();
this.loadResources = function () {
for (var i = 0; i < this.image_names.length; i++) {
var img = new Image();
img.onload = (function (a) {
a.images[a.image_names[i]] = img;
console.log(a.images); //log is successful, image is in array
})(this);
img.src = "images/" + this.image_names[i] + ".png";
}
}
}
It's use is to be as follows:
var a = new ImageData();
a.loadResources();
var rock1_image = a.images["rock1"]; //the "rock1.png" image
If you try accessing the object via console, you'll see that there is no image in the image array, after being certain the image loaded. I can't figure out why it's not working. I've looked over it multiple times.
EDIT: Here is my final, working result:
function ImageData() {
this.image_names = ["rock1"];
this.images = new Array();
this.loadResources = function (callback) {
for (var i = 0; i < this.image_names.length; i++) {
var img = new Image();
img.onload = (function (a, i) {
return function() {
a.images[a.image_names[i]] = img;
if (i == (a.image_names.length - 1)) callback();
};
})(this, i);
img.src = "images/" + this.image_names[i] + ".png";
}
}
}
I would venture to say that you are attempting to access it before it is added to your array. I would suggest adding a callback or something to your loadResources method to make sure that it's there before you attempt to access it.
this.loadResources = function (callback) {
for (var i = 0; i < this.image_names.length; i++) {
var img = new Image();
img.onload = (function (a, i) {
return function() {
a.images[a.image_names[i]] = img;
console.log(a.images); //log is successful, image is in array
callback();
};
})(this, i);
img.src = "images/" + this.image_names[i] + ".png";
}
}
then
var a = new ImageData();
var rock1_image;
a.loadResources(function() {
rock1_image = a.images["rock1"];
// do whatever you need to do with the image in here.
});
Also, what #Igor mentions. I totally missed that. I adjusted the code above so you could keep your this scope without having to set it elsewhere.
Updated to take care of the i issue brought up by #RobD.
Remove (this) after onload handler definition. You are actually calling this function right away, assigning undefined (since it returns nothing) as img.onload value.
In the code:
> function ImageData() {
> this.image_names = ["rock1"];
> this.images = new Array();
> this.loadResources = function () {
> for (var i = 0; i < this.image_names.length; i++) {
> var img = new Image();
> img.onload = (function (a) {
This function will be run immediately and does not return a value, so undefined will be assigned. So no point in the assignment, just run the code.
> a.images[a.image_names[i]] = img;
Images is an array that is used as a plain object. Better to use a plain object then.
> console.log(a.images); //log is successful, image is in array
> })(this);
The outer this must be passed in because of the IIFE. Remove the IIFE and there is no requirement to pass this. And if a reference to the instance is stored in the function, it won't matter how the function is called (i.e. you won't have to set this in the call).
> img.src = "images/" + this.image_names[i] + ".png";
> }
> }
> }
You might want something like:
function ImageData() {
this.image_names = ['rock1'];
this.images = {};
imageData = this;
this.loadResources = function (callback) {
for (var i = 0; i < imageData.image_names.length; i++) {
var img = new Image();
imageData.images[a.image_names[i]] = img;
img.src = 'images/' + this.image_names[i] + '.png';
if (callback) {
img.onload = callback;
}
}
}
}
var a = new ImageData();
a.loadResources(function(){console.log('loaded: ' + this.src);}); // loaded: …
window.onload = function() {
document.body.appendChild(a.images.rock1); // image appears in document
}
I haven't tested your code yet, but I guess this is the problem:
You are trying to access your image before it was loaded. You can use callback event handler after it was load like:
var data = new ImageData();
data.loadResources(function(imgObj){
// imgObj is the newly load image here. Have fun with it now!
})
I have this code
var a = new Image();
a.src = objects.a.image;
var b = new Image();
b.src = objects.b.image;
var x = new Image();
x.src = objects.x.image;
I have about 10 images like this, is there any better way to load it into variables?
This should work
for(var i in objects)
{
if(objects[i].image)
{
var oImage = new Image();
oImage.src = objects[i].image;
// if you need the Image object you can store it somewhere
objects[i].oImgObject = oImage;
}
}
Assuming objects contains just images, try this:
var imageList = [];
for (var i in objects) {
var obj = objects[i];
var img = new Image();
img.src = obj.image;
imageList.push(img);
}
You normally would use an array to store your images.
For example :
var arr = [];
for (var c='a'.charCodeAt(0); c<='x'.charCodeAt(0); c++) {
var img = new Image();
img.src = objects[String.fromCharCode(c)].image;
arr.push(img);
}
If you really need to add them as variables to the global context, you might do this :
for (var c='a'.charCodeAt(0); c<='x'.charCodeAt(0); c++) {
var img = new Image();
var name = String.fromCharCode(c);
img.src = objects[name].image;
window[name] = img; // better use somthing's else than window...
}
Note that depending on what really is objects, there might be a more straightforward solution.
You can iterate through the properties of your objects object. Creating a new image per iteration, giving it the source of the property on your objects. Then adding it to the array:
Demo
var arrayOfImg = [];
for(var propt in objects){
var image = new Image();
image.src = objects[propt].image;
arrayOfImg.push(image)
}
console.log(arrayOfImg);
I am trying to preload a bunch of images, and then once they are FULLY loaded, change the contents of a div, here is my code so far, but it just throws my browser into an infinite loop. Any help would be great. Thanks!
var mydir ='slideshow_pics/';
var myArray = new Array();
myArray[0] = mydir+'0.jpg';
myArray[1] = mydir+'1.jpg';
myArray[2] = mydir+'2.jpg';
myArray[3] = mydir+'3.jpg';
myArray[4] = mydir+'4.jpg';
myArray[5] = mydir+'5.jpg';
myArray[6] = mydir+'6.jpg';
myArray[7] = mydir+'7.jpg';
var myWidth = new Array();
myWidth[0] = '470';
myWidth[1] = '450';
myWidth[2] = '450';
myWidth[3] = '500';
myWidth[4] = '550';
myWidth[5] = '450';
myWidth[6] = '800';
myWidth[7] = '300';
var myCheck = new Array();
function preloader(images){
var i = 0;
// start preloading
for(i=0; i<=images.length; i++){
imageObj = new Image();
imageObj.src=images[i];
imageObj.onLoad = check(i, images.length);
};
}
function checkimg(data, w) {
p=0;
z=0;
o = 'no';
var myImg = new Image();
myImg.src = data;
while (p == 0) {
if (myImg.naturalWidth == w) {
p = 1;
o = 'yes';
}
z++;
}
return o;
}
function check(e,i) {
if( e == i ){
if (document.getElementById('myss') != null) {
//now we need to make sure each image is fully loaded
for(i=0; i<=myArray.length; i++){
p=0;
z=0;
myCheck[i] = checkimg(myArray[i], myWidth[i]);
}//end foreach
if (myCheck.join('') == 'yesyesyesyesyesyesyesyes') {
document.getElementById('myss').innerHTML = '<embed src="RectangleSlideshow.swf" width="1028px" height="324px"></embed>';
}
}
};
}
I believe you need a sort of image pre-loading for a gallery.
I have that code implemented in my index web page:
http://www.becomingthebeast.com/index.html
See if it works for you.