Functions, and Image importing












0















I'm working on a project in game development in Javascript and HTML5 canvas. I have this common code I use for loading sprites:



var sprite = new Image();
sprite.src = "sprite.png";


I was wondering if there was a simpler way to do this, which I first thought by function, but not sure how I should do so. I would think to do so like this:



function loadSprite(src) {
this.src = src;
}
var loadSprite(sprite.png);


However I don't think this is the right way to do it. Could someone correct my code and/or give a simpler way of loading an image like this? (I am also using a ctx.drawImage(..., sprite) in order to change coordinates on the canvas so it needs an x,y,width,and height parameters in one way or another)










share|improve this question




















  • 1





    well you need an image object.... and your second code does not have one...

    – epascarello
    Nov 20 '18 at 14:31


















0















I'm working on a project in game development in Javascript and HTML5 canvas. I have this common code I use for loading sprites:



var sprite = new Image();
sprite.src = "sprite.png";


I was wondering if there was a simpler way to do this, which I first thought by function, but not sure how I should do so. I would think to do so like this:



function loadSprite(src) {
this.src = src;
}
var loadSprite(sprite.png);


However I don't think this is the right way to do it. Could someone correct my code and/or give a simpler way of loading an image like this? (I am also using a ctx.drawImage(..., sprite) in order to change coordinates on the canvas so it needs an x,y,width,and height parameters in one way or another)










share|improve this question




















  • 1





    well you need an image object.... and your second code does not have one...

    – epascarello
    Nov 20 '18 at 14:31
















0












0








0








I'm working on a project in game development in Javascript and HTML5 canvas. I have this common code I use for loading sprites:



var sprite = new Image();
sprite.src = "sprite.png";


I was wondering if there was a simpler way to do this, which I first thought by function, but not sure how I should do so. I would think to do so like this:



function loadSprite(src) {
this.src = src;
}
var loadSprite(sprite.png);


However I don't think this is the right way to do it. Could someone correct my code and/or give a simpler way of loading an image like this? (I am also using a ctx.drawImage(..., sprite) in order to change coordinates on the canvas so it needs an x,y,width,and height parameters in one way or another)










share|improve this question
















I'm working on a project in game development in Javascript and HTML5 canvas. I have this common code I use for loading sprites:



var sprite = new Image();
sprite.src = "sprite.png";


I was wondering if there was a simpler way to do this, which I first thought by function, but not sure how I should do so. I would think to do so like this:



function loadSprite(src) {
this.src = src;
}
var loadSprite(sprite.png);


However I don't think this is the right way to do it. Could someone correct my code and/or give a simpler way of loading an image like this? (I am also using a ctx.drawImage(..., sprite) in order to change coordinates on the canvas so it needs an x,y,width,and height parameters in one way or another)







javascript html5 sprite






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edited Nov 20 '18 at 14:36









charlietfl

139k1387120




139k1387120










asked Nov 20 '18 at 14:29









MalmadorkMalmadork

187




187








  • 1





    well you need an image object.... and your second code does not have one...

    – epascarello
    Nov 20 '18 at 14:31
















  • 1





    well you need an image object.... and your second code does not have one...

    – epascarello
    Nov 20 '18 at 14:31










1




1





well you need an image object.... and your second code does not have one...

– epascarello
Nov 20 '18 at 14:31







well you need an image object.... and your second code does not have one...

– epascarello
Nov 20 '18 at 14:31














1 Answer
1






active

oldest

votes


















1














Why not use as below:



function loadSprite(src) {
var sprite = new Image();
sprite.src = src;
return sprite
}

var _local_var = loadSprite('sprite.png');





share|improve this answer























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    1 Answer
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    1 Answer
    1






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    active

    oldest

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    active

    oldest

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    1














    Why not use as below:



    function loadSprite(src) {
    var sprite = new Image();
    sprite.src = src;
    return sprite
    }

    var _local_var = loadSprite('sprite.png');





    share|improve this answer




























      1














      Why not use as below:



      function loadSprite(src) {
      var sprite = new Image();
      sprite.src = src;
      return sprite
      }

      var _local_var = loadSprite('sprite.png');





      share|improve this answer


























        1












        1








        1







        Why not use as below:



        function loadSprite(src) {
        var sprite = new Image();
        sprite.src = src;
        return sprite
        }

        var _local_var = loadSprite('sprite.png');





        share|improve this answer













        Why not use as below:



        function loadSprite(src) {
        var sprite = new Image();
        sprite.src = src;
        return sprite
        }

        var _local_var = loadSprite('sprite.png');






        share|improve this answer












        share|improve this answer



        share|improve this answer










        answered Nov 20 '18 at 19:36









        Kumar NiteshKumar Nitesh

        1,2911016




        1,2911016






























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