In one of my projects, I successfully used the following code to render a png image in an html5 canvas using JavaScript.
var sizeIcon = new Image();
sizeIcon.draw = function() {
ctx.drawImage(sizeIcon, tooltip.x + 10, tooltip.y + 10);
};
sizeIcon.onload = sizeIcon.draw;
sizeIcon.src = "./images/icons/ruler.png";
tooltip.icons.push(sizeIcon);
Since I have multiple icons to load, I implemented the following function:
var imageLoader = function(x, y, src) {
var image = new Image();
image.draw = function() {
ctx.drawImage(image, x, y);
};
image.onload = image.draw;
image.src = src;
tooltip.icons.push(image);
};
imageLoader(tooltip.x + 10, tooltip.y + 10, "./images/icons/ruler.png");
With tooltip.icons being a globally accessible array.
This function does nothing (and does not produce any error nor warnings in the console). I also tried filling the tooltip.icons array directly using something like tooltip.icons[n] = new Image(); without success (where n = tooltip.icons.length). There is probably a part of the JavaScript scope that I don't understand.
ctxdefined?tooltip.icons, since there’s no error. Are you using the same image each time? If the image is cached, I don’t thinkonloadis fired.ctx = canvas.getContext("2d");on the canvas DOM element. And no the images are different. Repeating the large block works, but I wanted to use the function to avoid repeating myself.