Functions, and Image importing
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
add a comment |
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
1
well you need an image object.... and your second code does not have one...
– epascarello
Nov 20 '18 at 14:31
add a comment |
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
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
javascript html5 sprite
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
add a comment |
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
add a comment |
1 Answer
1
active
oldest
votes
Why not use as below:
function loadSprite(src) {
var sprite = new Image();
sprite.src = src;
return sprite
}
var _local_var = loadSprite('sprite.png');
add a comment |
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1 Answer
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1 Answer
1
active
oldest
votes
active
oldest
votes
active
oldest
votes
Why not use as below:
function loadSprite(src) {
var sprite = new Image();
sprite.src = src;
return sprite
}
var _local_var = loadSprite('sprite.png');
add a comment |
Why not use as below:
function loadSprite(src) {
var sprite = new Image();
sprite.src = src;
return sprite
}
var _local_var = loadSprite('sprite.png');
add a comment |
Why not use as below:
function loadSprite(src) {
var sprite = new Image();
sprite.src = src;
return sprite
}
var _local_var = loadSprite('sprite.png');
Why not use as below:
function loadSprite(src) {
var sprite = new Image();
sprite.src = src;
return sprite
}
var _local_var = loadSprite('sprite.png');
answered Nov 20 '18 at 19:36


Kumar NiteshKumar Nitesh
1,2911016
1,2911016
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1
well you need an image object.... and your second code does not have one...
– epascarello
Nov 20 '18 at 14:31