
Untitled
By: a guest on
May 8th, 2012 | syntax:
None | size: 1.25 KB | hits: 10 | expires: Never
Why doesn't javascript draw the images on the canvas?
function loadPacman(posX, posY) {
this.posX = posX;
this.posY = posY;
pacman = new Image();
pacman.src="http://www.frogbug.se/pacman/img/naziman.png";
pacman.addEventListener("load", function(){
canvas.drawImage(pacman, this.posX, this.posY)
}, false);
}
function loadGhost(posX, posY) {
this.posX = posX;
this.posY = posY;
ghost = new Image();
ghost.src="http://www.frogbug.se/pacman/img/ghost.png";
ghost.addEventListener("load", function(){
canvas.drawImage(ghost, this.posX, this.posY)
}, false);
}
function onLoad() {
var xy = document.getElementById('canvas');
canvas = xy.getContext('2d');
//calculate the x and y for canvas
x = xy.width;
y = xy.height;
//divide the width and length of the canvas to get small cubes
//which is 40x40
xtile = Math.floor(x/40);
ytile = Math.floor(y/40);
//draw lines around the canvas
canvas.strokeRect(0, 0, x, y);
//the array for the map
var map = getMapArray();
//draw the map
drawMap(map);
//fillCanvas("0010", 0, 40, 40, 40);
//load the ghost and pacman
loadPacman(0, 0);
loadGhost((xtile*40)-40, (ytile*40)-40);
}