又回来问愚蠢的问题......:)
我做了一些功能,一个用于存储图像,一个用于检索,另一个用于检查图像是否已加载。图像存储在如下数组中:
tiles = [ ["ID", "Image Object", "Loaded boolean"] ];
然而,Javascript运行我的代码的顺序令我难以置信。我添加了几个console.log来查看代码中发生了什么,这就是我得到的:
START
Storing http://funxion.wippiespace.com/js/mario/question.gif...
Storing http://funxion.wippiespace.com/js/mario/wall.gif...
Storing http://funxion.wippiespace.com/js/mario/floor.gif...
Map.draw initiated
Checking if all images are loaded...
Amount of tile images = 3
Checking [0]
[0]: q,[object HTMLImageElement],false is not loaded
Images not loaded!
http://funxion.wippiespace.com/js/mario/question.gif stored!
http://funxion.wippiespace.com/js/mario/wall.gif stored!
http://funxion.wippiespace.com/js/mario/floor.gif stored!
我不明白为什么loaded = true是最后一件事。另外,我尝试了一个setTimeout(this.draw,1000);在Map.prototype.draw中,所以在再次检查allImgLoaded之前会有1秒的延迟,这不起作用。没有加载检查图纸工作正常。此外,调用Start()。
代码:
var canvas = document.getElementById("surface");
var ctx = canvas.getContext("2d");
function Map()
{
this.tiles = [];
}
Map.prototype.draw = function(tileid)
{
console.log("Map.draw initiated");
if (!allImgLoaded(this.tiles))
{
console.log("Images not loaded!");
}
else
{
console.log("All good, proceeding.");
var img = this.getImg(tileid);
ctx.drawImage(img, 100, 100);
}
}
Map.prototype.storeImg = function(identifier, imgSrc)
{
var nextIndex = this.tiles.length;
var tile = [identifier, new Image(), false];
tile[1].src = imgSrc;
console.log("Storing " + imgSrc + "...");
tile[1].onload = function()
{
tile[2] = true;
console.log(this.src + " stored!");
}
this.tiles[nextIndex] = tile;
}
Map.prototype.getImg = function(identifier)
{
for (var i in this.tiles)
{
console.log("Checking index " + i + " for " + identifier + "...");
if (this.tiles[i][0] === identifier)
{
console.log("Found " + this.tiles[i][1] + "! Returning it now.");
return this.tiles[i][1];
}
}
}
function allImgLoaded(array)
{
console.log("Checking if all images are loaded...");
console.log("Amount of tile images = " + array.length);
for (var i in array)
{
console.log("Checking ["+i+"]");
if(array[i][2] === false)
{
console.log("["+i+"]: " + array[i] + " is not loaded");
return false;
}
}
console.log("All loaded!");
return true;
}
function Start()
{
console.log("START");
var mappi = new Map();
mappi.storeImg("q", "http://funxion.wippiespace.com/js/mario/question.gif");
mappi.storeImg("w", "http://funxion.wippiespace.com/js/mario/wall.gif");
mappi.storeImg("f", "http://funxion.wippiespace.com/js/mario/floor.gif");
mappi.draw("w");
}
答案 0 :(得分:0)
您似乎不明白图像的加载是异步的。当你的其他javascript继续运行时,它会在后台发生。你开始操作,你的其他代码继续运行,一段时间后图像完成加载onload回调函数被调用。
如果要在加载图像后运行操作,则需要从该图像的onload处理程序启动该操作。现在您的代码开始加载所有图像,然后在图像加载完成之前立即调用mappi.draw()
。更具体地说,.storeImg()
只是开始加载图像。直到一段时间后才能实际加载图像(正如您从console.log()
跟踪中看到的那样。
如果你想预先加载一堆图像然后在加载所有图像时触发操作,你可以使用这个答案中的代码:Image preloader javascript that supports events这将开始加载一堆图像然后在它们全部加载时调用回调。然后,您可以从该回调中调用.draw()
方法。使用这样的回调是javascript中异步编程的一部分,并且在网络上加载某些东西时需要它(图像,ajax调用等等)。