var canvas = null;
var context = null;
var img = null;
var frames = [];
var assets = [];
var imgLoadCount = 0;
setup = function (fileArray) {
assets = fileArray;
//Loading an image
for(var i = 0; i < assets.length; i++) {
console.log(i);
frames.push(new Image()); // declare image object
frames[i].onload = onImageLoad(assets.length); //declare onload method
frames[i].src = URL.createObjectURL(assets[i]); //set url
}
};
onImageLoad = function (len) {
console.log("IMAGE!!!");
canvas = document.getElementById("my_canvas"); //creates a canvas element
context = canvas.getContext('2d');
canvas.width = window.innerWidth; //for full screen
canvas.height = window.innerHeight;
var x, y, numTilesRow;
numTilesRow = 10;
imgLoadCount++;
console.log("imgLoadCount = " + frames.length + ", length = " + len);
if(imgLoadCount != len) {
return;
}
for(var index = 0; index < len; index++) {
x = Math.floor((index % numTilesRow));
y = Math.floor(index / numTilesRow);
worldX = x * numTilesRow;
worldY = y * numTilesRow;
context.drawImage(frames[index], worldX, worldY);
}
};
我不知道为什么在插入代码 if(imgLoadCount != len) {return;} 后 drawImage 突然停止工作,以确保所有图像都已正确加载。请有人帮我找到解决这个问题的方法。