javascriptcanvasdrawimagepreloading

drawImage() not working


I am reading through "Making Isometric Social Real-Time Games with HTML5, CSS3 and Javascript."

I am not far into it, and I have run into a canvas problem that has ahd me stumped for most of the day.

drawImage() does not seem to be drawing. I have researched the issue and have tried many permutations of pre-loading the image, but so far nothing is working.

Here is my code:

HTML:

<canvas id="game" width="100" height="100">
    Your browser doesn't include support for the canvas element.
</canvas>

CSS:

html {
height:100%;
overflow:hidden
}

body {
margin:0px;
padding:0px;
height:100%;
}

and js:

 window.onload = function() {

var canvas = document.getElementById('game');

canvas.width=document.body.clientWidth;
canvas.height=document.body.clientHeight;

var c = canvas.getContext('2d');





function showIntro() {

    var phrase = "Click or tap screen to start";

    c.clearRect (0, 0, canvas.width, canvas.height);

    var grd = c.createLinearGradient(0, 0, canvas.width, canvas.height);
    grd.addColorStop(0, "#9db7a0");
    grd.addColorStop(1, "#e6e6e6");

    c.fillStyle = grd;
    c.fillRect (0, 0, canvas.width, canvas.height);



    var logoImg = new Image();      
    logoImg.src = '../img/logo.png';

    var originalWidth = logoImg.width;

    logoImg.width = Math.round((50 * document.body.clientWidth) / 100);
    logoImg.height = Math.round((logoImg.width * logoImg.height) / originalWidth);


  var logo = {
     img: logoImg,
     x: (canvas.width/2) - (logoImg.width/2),
     y: (canvas.height/2) - (logoImg.height/2)
  }

  c.drawImage(logo.img, logo.x, logo.y, logo.img.width, logo.img.height);





    c.font = "bold 16px sans-serif";
    var mt = c.measureText(phrase);
    var xcoord = (canvas.width / 2 ) - (mt.width / 2);
    c.fillStyle = '#656565'
    c.fillText (phrase, xcoord, 30);
}

showIntro();


 } 

Any help would be appreciated!


Solution

  • You almost have it...

    You just have to give the image time to load before drawing it.

    You give an image time to load with this code:

    var logoImg = new Image();
    logoImg.onload = function() {
    
        // At this point, the image is fully loaded
        // So do your thing!
    
    };
    logoImg.src = "myPic.png";
    

    Here is complete code and a Fiddle: http://jsfiddle.net/m1erickson/GKK39/

    <!doctype html>
    <html>
    <head>
    <link rel="stylesheet" type="text/css" media="all" href="css/reset.css" /> <!-- reset css -->
    <script type="text/javascript" src="http://code.jquery.com/jquery.min.js"></script>
    
    <style>
        body{ background-color: ivory; }
        canvas{border:1px solid red;}
    </style>
    
    <script>
        $(function(){
    
            var canvas=document.getElementById("canvas");
            var c=canvas.getContext("2d");
    
            function showIntro() {
    
                var phrase = "Click or tap screen to start";
    
                var logoImg=new Image();
                logoImg.onload=function(){
    
                    c.clearRect (0, 0, canvas.width, canvas.height);
    
                    var grd = c.createLinearGradient(0, 0, canvas.width, canvas.height);
                    grd.addColorStop(0, "#9db7a0");
                    grd.addColorStop(1, "#e6e6e6");
                    c.fillStyle = grd;
                    c.fillRect (0, 0, canvas.width, canvas.height);
    
                    var originalWidth = logoImg.width;
                    logoImg.width = Math.round((50 * document.body.clientWidth) / 100);
                    logoImg.height = Math.round((logoImg.width * logoImg.height) / originalWidth);
    
                    var logo = {
                      img: logoImg,
                      x: (canvas.width/2) - (logoImg.width/2),
                      y: (canvas.height/2) - (logoImg.height/2)
                    }
                    c.drawImage(logo.img, logo.x, logo.y, logo.img.width, logo.img.height);
    
                    c.font = "bold 16px sans-serif";
                    var mt = c.measureText(phrase);
                    var xcoord = (canvas.width / 2 ) - (mt.width / 2);
                    c.fillStyle = '#656565'
                    c.fillText (phrase, xcoord, 30);
    
                }
                logoImg.src="http://dl.dropbox.com/u/139992952/car.png";
    
            }
    
            showIntro();       
    
        }); // end $(function(){});
    </script>
    
    </head>
    
    <body>
        <canvas id="canvas" width=300 height=300></canvas>
    </body>
    </html>