我正在尝试在循环中加载多个图像,但不知道为什么它不起作用。
LoadCharactersImages2:function(Layer,roomObject)
{
var imgs = Array(5);
var ImgBanners = Array(5);
var sources = Array(5);
var locationX = 100; //x coordinate location of image
var self = this;
self.ImgloadCount = 0;
sources[0] = "images/pacman/pacman_right.png";
sources[1] = "images/pacman/pinkdown.png";
sources[2] = "images/pacman/redleft.png";
sources[3] = "images/pacman/yellowup.png";
sources[4] = "images/pacman/blueright.png";
for(var i = 0 ; i < 5;i++)
{
imgs[i] = new Image();
imgs[i].src = sources[i];
imgs[i].onload = function() {
ImgBanners[i] = new Kinetic.Image({
x: locationX,
y: 100,
image: imgs[i],
});
Layer.add(ImgBanners[i]);
self.ImgloadCount++;
self.AddtoStage(Layer,self);
self.LoadUsersImages(self,roomObject,Layer);
}
locationX = locationX + 100;
}
},
AddtoStage:function(layer,self)
{
if(self.ImgloadCount == 5)
self.stage.add(layer);
},
AddtoStage
将在加载所有图像时将图层添加到舞台。现在为什么它没有在画布上显示图像是什么问题?
修改
现在我编辑了代码以使用@zeta建议的闭包,但仍然没有成功。这是编辑过的代码。
imgs[i].onload = (function(index){
return function() {
ImgBanners[index] = new Kinetic.Image({
x: locationX,
y: 100,
image: imgs[index],
});
Layer.add(ImgBanners[index]);
self.ImgloadCount++;
self.AddtoStage(Layer,self);
self.LoadUsersImages(self,roomObject,Layer);
Layer.draw();
}
})(i);
答案 0 :(得分:0)
你需要一个闭包:
imgs[i].onload = (function(index){
return function() {
ImgBanners[index] = new Kinetic.Image({
x: locationX,
y: 100,
image: imgs[index],
});
})(i);
另见:
答案 1 :(得分:0)
请查看该链接。在coffeescript循环中加载图像
答案 2 :(得分:0)
我通过从语句中删除return函数来解决问题。