我很难在java脚本中了解图像预加载器的工作原理。因此,如果有人能够解释他们如何使用一个可以帮助很多的例子。 没有jquery
答案 0 :(得分:5)
加载单张图片
浏览器将异步加载图像...这意味着当浏览器被赋予.src
图像时,它将开始在后台加载该图像,但也会在{{{}后继续处理javascript代码。 1}}
.src
即使在图像完全装入并准备使用之前,警报也会显示。
那么你怎么知道图像何时完全加载并准备好使用?
答案:您可以告诉浏览器“回电话”#34;当它完成加载图像。你得到回复"通过添加" img.onload"对图像对象起作用。每当浏览器完成加载图像时,浏览器将触发" img.onload"功能
// create a new image object
var img=new Image();
// set the image object's image source
img.src='myImage.png';
// do some stuff while the image is loading in the background
alert('Your image has started loading, but is not yet complete');
完整的图像加载过程将按以下顺序进行:
img.onload = theImageHasFinishedLoading;
function theImageHasFinishedLoad(){
alert('Your image has finished loading...you can use it now');
}
预加载多张图片
预加载多张图片:
创建一个数组来保存所有图片网址,并将图片网址添加到此数组中。
// happens 1st
var img=new Image();
// happens 2nd: this callback is ASSIGNED, but NOT TRIGGERED yet
// until the image has fully loaded
img.onload = theImageHasFinishedLoading;
// happens 3rd
img.src='myImage.png';
// happens 4th
alert('Your image has started loading, but is not yet complete');
// happens 5th after the browser has fully loaded the image
// (The browser will call this function automatically because .onload was set)
function theImageHasFinishedLoad(){
alert('Your image has finished loading...you can use it now');
}
创建一个数组来保存所有图像对象(==您的实际图像)。
// For example
var imageURLs=[];
imageURLs[0]='myImage.png';
将// For example
var imgs=[];
个元素添加到图像对象数组中(为URL数组中的每个URL添加一个new Image
)。
new Image
将每个图片对象的//For example
imgs[0] = new Image();
回调设置为相同的功能。
.onload
使用图片网址数组将每张图片的// For example
imgs[0].onload = theImageHasFinishedLoading;
设置为个人网址。
.src
在// For example
imgs[0].src = imageURLs[0];
回调中,每次成功加载新图片时都会递增计数器。
theImageHasFinishedLoading
当计数器达到与图像URL数组相同的长度时,您将知道所有图像都已完全加载。
// For example
var counter=0;
function theImageHasFinishedLoading(){
counter++;
}
以下是完整的示例代码和演示:
function theImageHasFinishedLoading(){
counter++;
if(counter>=imageURLs.length){
alert('All the images have successfully preloaded. Go use them now!');
}
}

window.onload=(function(){
// canvas related variables
var canvas=document.getElementById("canvas");
var ctx=canvas.getContext("2d");
var cw=canvas.width;
var ch=canvas.height;
// put the paths to your images in imageURLs[]
var imageURLs=[];
imageURLs.push("https://dl.dropboxusercontent.com/u/139992952/multple/face1.png");
imageURLs.push("https://dl.dropboxusercontent.com/u/139992952/multple/face2.png");
// the loaded images will be placed in imgs[]
var imgs=[];
var imagesOK=0;
startLoadingAllImages(imagesAreNowLoaded);
// Create a new Image() for each item in imageURLs[]
// When all images are loaded, run the callback (==imagesAreNowLoaded)
function startLoadingAllImages(callback){
// iterate through the imageURLs array and create new images for each
for (var i=0; i<imageURLs.length; i++) {
// create a new image an push it into the imgs[] array
var img = new Image();
// Important! By pushing (saving) this img into imgs[],
// we make sure the img variable is free to
// take on the next value in the loop.
imgs.push(img);
// when this image loads, call this img.onload
img.onload = function(){
// this img loaded, increment the image counter
imagesOK++;
// if we've loaded all images, call the callback
if (imagesOK>=imageURLs.length ) {
callback();
}
};
// notify if there's an error
img.onerror=function(){alert("image load failed");}
// set img properties
img.src = imageURLs[i];
}
}
// All the images are now loaded
// Do drawImage & fillText
function imagesAreNowLoaded(){
// the imgs[] array now holds fully loaded images
// the imgs[] are in the same order as imageURLs[]
ctx.font="30px sans-serif";
ctx.fillStyle="#333333";
// drawImage the first image (face1.png) from imgs[0]
// and fillText its label below the image
ctx.drawImage(imgs[0],0,10);
ctx.fillText("face1.png", 0, 135);
// drawImage the first image (face2.png) from imgs[1]
// and fillText its label below the image
ctx.drawImage(imgs[1],200,10);
ctx.fillText("face2.png", 210, 135);
}
}); // end window.onload
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body{ background-color: ivory; }
#canvas{border:1px solid red;}
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