javascript - Background Image not appearing in canvas -


i'm trying follow along tutorial build small game in javascript using libraries i'm trying type out myself instead of copy/paste etc in order learn more effectively, whilst changing aspects. i'm trying add background image canvas when run see blank white screen. i'm not sure if i'm being stupid , missing simple syntax or if it's more complicated. here html , js file. have png image in assets folder called 'background'.

html

<!doctype html> <html>     <head>         <title>1812 shooter game</title>         <link href="normalize.css" type="text/css" rel="stylesheet" />          <!-- game file -->         <script language="javascript" type="text/javascript" src="game.js" />          <!-- cdn createjs library -->         <script language="javascript" type="text/javascript" src="https://code.createjs.com/createjs-2015.11.26.min.js" />       </head>     <body>         <canvas id="gamecanvas"></canvas>     </body>  </html> 

game.js

var context; var queue; var width = 3072; var height = 1536; var mousexposition; var mouseyposition; var batimage; var stage; var animation; var deathanimation; var spritesheet; var enemyxpos=100; var enemyypos=100; var enemyxspeed = 1.5; var enemyyspeed = 1.75; var score = 0; var scoretext; var gametimer; var gametime = 0; var timertext;  window.onload = function() {     //     set canvas size , height     var canvas = document.getelementbyid('gamecanvas');     context = canvas.getcontext('2d');     context.canvas.width = width;     context.canvas.height = height;     stage = new createjs.stage("gamecanvas");      //set asset queue , load sounds     queue = new createjs.loadqueue(false);     queue.installplugin(createjs.sound);     queue.on("complete", queueloaded, this);     createjs.sound.alternateextensions = ["ogg"];      //create load manifest assets     queue.loadmanifest([ {         id: 'backgroundimage', src: 'assets/background.png'},         //{id: 'crosshair', src: 'assets/crosshair.png'},         //{id: 'shot', src: 'assets/shot.mp3'},         //{id: 'background', src: 'assets/countryside.mp3'},         //{id: 'gameoversound', src: 'assets/gameover.mp3'},         //{id: 'tick', src: 'assets/tick.mp3'},         //{id: 'deathsound', src: 'assets/die.mp3'},         //{id: 'batspritesheet', src: 'assets/batspritesheet.png'},         //{id: 'batdeath', src: 'assets/batdeath.png'},     ]);     queue.load();      //create timer updates once per second     gametimer = setinterval(updatetime, 1000); }  function queueloaded(event) {     // add background image     var backgroundimage = new createjs.bitmap(queue.getresult("backgroundimage"))     stage.addchild(backgroundimage); } 

remember update stage time content changes.

var backgroundimage = new createjs.bitmap(queue.getresult("backgroundimage")) stage.addchild(backgroundimage); stage.update(); 

you didn't post updatetime method, not sure if updates stage you. in game/app changing, there constant stage update:

createjs.ticker.on("tick", stage); // or createjs.ticker.on("tick", handletick); function handletick(event) {     stage.update(event); } 

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