I am trying to load multiple images in a loop but no idea why it ain't working.
LoadCharactersImages2:function(Layer,roomObject)
{
var imgs = Array(5);
var ImgBanners = Array(5);
var sources = Array(5);
var locationX = 100; //x coordinate location of image
var self = this;
self.ImgloadCount = 0;
sources[0] = "images/pacman/pacman_right.png";
sources[1] = "images/pacman/pinkdown.png";
sources[2] = "images/pacman/redleft.png";
sources[3] = "images/pacman/yellowup.png";
sources[4] = "images/pacman/blueright.png";
for(var i = 0 ; i < 5;i++)
{
imgs[i] = new Image();
imgs[i].src = sources[i];
imgs[i].onload = function() {
ImgBanners[i] = new Kinetic.Image({
x: locationX,
y: 100,
image: imgs[i],
});
Layer.add(ImgBanners[i]);
self.ImgloadCount++;
self.AddtoStage(Layer,self);
self.LoadUsersImages(self,roomObject,Layer);
}
locationX = locationX + 100;
}
},
AddtoStage:function(layer,self)
{
if(self.ImgloadCount == 5)
self.stage.add(layer);
},
AddtoStage
will add layer to stage when all the images are loaded. Now why it is not showing images on the canvas whats the problem ?
EDIT:
Now i edited the code to work it with closures as @zeta suggested but still no success.Here's the edited code.
imgs[i].onload = (function(index){
return function() {
ImgBanners[index] = new Kinetic.Image({
x: locationX,
y: 100,
image: imgs[index],
});
Layer.add(ImgBanners[index]);
self.ImgloadCount++;
self.AddtoStage(Layer,self);
self.LoadUsersImages(self,roomObject,Layer);
Layer.draw();
}
})(i);