我在JavaScript中创建了一个对象,它包含了context.drawImage()所需的所有数据。那么可以调用这些值并在对象函数中运行context.drawImage()吗?
world = new Sprite(0, 0, 100, 100, 0.4, 0, 0, 0);
world.draw();
function Sprite(spriteX, spriteY, spriteW, spriteH, scale, positionX, positionY, direction)
{
this.imagePath = world_sprite;
this.spriteX = spriteX;
this.spriteY = spriteY;
this.spriteW = spriteW;
this.spriteH = spriteH;
this.scale = scale;
this.positionX = positionX;
this.positionY = positionY;
this.direction = direction;
this.speed = 5;
this.noGravity = false;
this.direction = 0;
//Physics stuff
this.velX = 0;
this.velY = 0;
this.friction = 0.98;
};
Sprite.prototype.draw = function()
{
context.drawImage(this.imagePath, this.spriteX, this.spriteY, this.spriteW, this.spriteH, this.positionX, this.positionY, this.spriteW * this.scale, this.spriteH * this.scale);
};
答案 0 :(得分:2)
是的,当然你可以在对象函数内部绘制画布......
此代码存在问题:
var world_sprite=new Image();
world_sprite.src='someImage.png';
// This next line is executed too early!
// The code attempts (fails) to drawImage world_sprite
// because it has not fully loaded yet
world = new Sprite(0, 0, 100, 100, 0.4, 0, 0, 0);
world.draw();
浏览器始终异步加载图像。因此,在上面的代码中,world_sprite.src='someImage.png'
之后的行总是在图像完全加载之前执行。
您始终需要使用new Image
回拨来加载onload
的时间。
var world_sprite=new Image();
world_sprite.onload=function(){
alert('I am displayed when world_sprite is fully loaded and ready to be used in `drawImage`);
};
world_sprite.src='someImage.png';
因此,您可以使用onload
代码,如下所示:
// Create your Sprite "class"
function Sprite(spriteX, spriteY, spriteW, spriteH, scale, positionX, positionY, direction){
this.imagePath = world_sprite;
this.spriteX = spriteX;
this.spriteY = spriteY;
this.spriteW = spriteW;
this.spriteH = spriteH;
this.scale = scale;
this.positionX = positionX;
this.positionY = positionY;
this.direction = direction;
this.speed = 5;
this.noGravity = false;
this.direction = 0;
//Physics stuff
this.velX = 0;
this.velY = 0;
this.friction = 0.98;
};
Sprite.prototype.draw = function(){
context.drawImage(this.imagePath, this.spriteX, this.spriteY, this.spriteW, this.spriteH, this.positionX, this.positionY, this.spriteW * this.scale, this.spriteH * this.scale);
};
// create and load world_sprite
var world_sprite=new Image();
world_sprite.onload=function(){
// Only now is the world_sprite fully loaded and
// ready to be used in drawImage.
// So now create a new Sprite and do .draw()
world = new Sprite(0, 0, 100, 100, 0.4, 0, 0, 0);
world.draw();
};
world_sprite.src='someImage.png';