function loadImages(sources, callback){
var images = {};
var loadedImages = 0;
var numImages = 0;
for (var src in sources) {
numImages++;
}
for (var src in sources) {
images[src] = new Image();
images[src].onload = function(){
if (++loadedImages >= numImages) {
callback(images);
}
};
images[src].src = sources[src];
}
}
window.onload = function(images){
var canvas = document.getElementById("myCanvas");
var context = canvas.getContext("2d");
var sources = {
darthVader: "darth-vader.jpg",
yoda: "yoda.jpg"
};
loadImages(sources, function(images){
context.drawImage(images.darthVader, 100, 30, 200, 137);
context.drawImage(images.yoda, 350, 55, 93, 104);
});
};
function loadImages(sources, callback){
3: two parameters are passed to this function, one being a function in of itself : callback
var images = {};
4: finally, images is set to ... nul(?)
var loadedImages = 0;
var numImages = 0;
// get num of sources
for (var src in sources) {
numImages++;
}
for (var src in sources) {
images[src] = new Image();
images[src].onload = function(){
if (++loadedImages >= numImages) {
callback(images);
5: my brain is confused at this point....
}
};
images[src].src = sources[src];
}
}
window.onload = function(images){
As I understand,
1: the parameter "images" is empty.
var canvas = document.getElementById("myCanvas");
var context = canvas.getContext("2d");
var sources = {
darthVader: "darth-vader.jpg",
yoda: "yoda.jpg"
};
loadImages(sources, function(images){
2: now its being passed as a parameter to this inline functions -- still without pointing to anywhere... it now supposedly calls loadImages method which is defined above...
context.drawImage(images.darthVader, 100, 30, 200, 137);
where doe it get context to darthvader? i only see "sources" have darthVader above
context.drawImage(images.yoda, 350, 55, 93, 104);
});
};
source: http://www.html5canvastutorials.com/tutorials/html5-canvas-image-loader/
EDIT: QUESTIONS::
from step 4: to 5: (specifically in the second for loop), a new array (images[src]) is being created and is passed to the callback() function which is defined as inline just before step 2:. Where does it actually gets images from which were in source?
function loadImages(sources, callback){
//images is set to an object literal
//this is the same as writing "var images = new Object();
var images = {};
//the counter for the number of images loaded
var loadedImages = 0;
//the total number of images
var numImages = 0;
//count the total number of images to load
for (var src in sources) {
numImages++;
}
//iterate through every image in sources
//"src" will be the key used in the object passed to the function (i.e. "yoda")
for (var src in sources) {
//set image[*keyname*] to a new Image object
//i.e. images.yoda = new Image(), images.darthVader = new Image();
images[src] = new Image();
//attach an onload event listener to the image
images[src].onload = function(){
//add one to the number of images loaded
//if the number of images loaded is equal to the total number of images, call the callback
if (++loadedImages >= numImages) {
//pass the object containing the images to load as a parameter of the callback function
callback(images);
}
};
//set the source of the created image to the src provided in the sources object
//i.e. images.yoda.src = sources.yoda
images[src].src = sources[src];
}
}
window.onload = function(images){
//get the canvas
var canvas = document.getElementById("myCanvas");
//get the drawing context of the canvas
var context = canvas.getContext("2d");
//initialize a new object with two sources
//accessible as sources.darthVader and sources.yoda
var sources = {
darthVader: "darth-vader.jpg",
yoda: "yoda.jpg"
};
//load the images in sources using the provided callback function
loadImages(sources, function(images){
//draw the images that were loaded on the canvas
context.drawImage(images.darthVader, 100, 30, 200, 137);
context.drawImage(images.yoda, 350, 55, 93, 104);
});
};