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I want to draw two images on the same canvas. The first image is background.jpg and the second is photo.jpg. I want the photo.jpg always on top of the other:
var ctx = document.getElementById("main").getContext("2d");
var background = new Image();
var photo = new Image();
background.onload = function() {
ctx.drawImage(background, 0, 0);
}
photo.onload = function() {
ctx.drawImage(photo, 0, 0);
}
background.src = "background.jpg";
photo.src = "photo.jpg"
My question is how can I make sure the photo is always on the top. Because the onload are callbacks, I cannot make any assumptions about the calling order. Thanks!
I want to draw two images on the same canvas. The first image is background.jpg and the second is photo.jpg. I want the photo.jpg always on top of the other:
var ctx = document.getElementById("main").getContext("2d");
var background = new Image();
var photo = new Image();
background.onload = function() {
ctx.drawImage(background, 0, 0);
}
photo.onload = function() {
ctx.drawImage(photo, 0, 0);
}
background.src = "background.jpg";
photo.src = "photo.jpg"
My question is how can I make sure the photo is always on the top. Because the onload are callbacks, I cannot make any assumptions about the calling order. Thanks!
Share Improve this question edited Dec 1, 2013 at 20:56 CraigTeegarden 8,2518 gold badges39 silver badges43 bronze badges asked Dec 1, 2013 at 20:51 darklorddarklord 5,16714 gold badges43 silver badges70 bronze badges 02 Answers
Reset to default 6Store your images in an array instead. That will makes sure the order is kept no matter which image finish loading first:
var ctx = document.getElementById("main").getContext("2d");
var background = new Image();
var photo = new Image();
var images = [background, photo]; /// the key
var count = images.length;
background.onload = photo.onload = counter;
background.src = "background.jpg";
photo.src = "photo.jpg"
/// mon loader keeping track if loads
function counter() {
count--;
if (count === 0) drawImages();
}
/// is called when all images are loaded
function drawImages() {
for(i = 0; i < images.length; i++)
ctx.drawImage(images[i], 0, 0);
}
(the draw method assumes all being drawn at position 0,0 - of course, change this to meet your criteria).
The foreground could be loaded in the callback for the background
var ctx = document.getElementById("main").getContext("2d");
var background = new Image();
var photo = new Image();
background.onload = function() {
ctx.drawImage(background, 0, 0);
photo.src = "photo.jpg" // after background is loaded, load foreground
}
photo.onload = function() {
ctx.drawImage(photo, 0, 0);
}
background.src = "background.jpg";
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