For the next question, you really should paste more code, which makes it easier to help you. I checked your URL you provided, but for other people that might have the same problem, it will be hard to understand what went wrong...
OK, as I said, you are always requesting he images again on hover state...
This worked for me:
var context = new Array(15),
canvas = new Array(15),
canvasNum = -1,
hElem,
hElemPrev,
mousePos = {x:-1, y:-1},
images = [], //<-- Store preloaded images here
imagesHover = []; //<-- Store preloaded images here
... then save them on building like this:
function drawMenuItems(id, width, height){
var canNumHolder, createCanvas;
$('#canvas_holder').append($('<canvas></canvas>')
.attr({
width:width,
height:height,
id:id
})
);
canvasNum++;
canvas[canvasNum] = document.getElementById(id);
context[canvasNum] = canvas[canvasNum].getContext('2d');
canNumHolder = canvasNum;
images[id].crossOrigin = 'Anonymous';
images[id].onload = function(){
context[canNumHolder].drawImage(images[id],0,0);
};
images[id].src = 'graphics/parts/' + id + '.png';
//Hover states
imagesHover[id] = new Image();
imagesHover[id].src = "graphics/parts_hover/" + id + ".png";
}
... give just the id...
function hoverStateChange() {
//....rest of the code
if(hElem >= 0){
drawImageOnCanvas(
canvas[hElem],
context[hElem],
"hover", //pass somethink to checke what you want to do
$(canvas[hElem]).attr('id')
);
//....rest of the code
//change to normal texture
if(hElemPrev >= 0){
drawImageOnCanvas(
canvas[hElemPrev],
context[hElemPrev],
"", //pass empty for other state
$(canvas[hElemPrev]).attr('id')
);
$(canvas[hElemPrev]).removeClass('active');
$('#text_holder').removeClass('a' + hElemPrev);
}
.. and finally
function drawImageOnCanvas(canv, contxt, state, src){
contxt.clearRect(0,0,400,400);
if(state == "hover"){
contxt.drawImage(imagesHover[src],0,0);
}else {
contxt.drawImage(images[src],0,0);
}
}
Like this, you chache you images and not calling them again and again...
I hope it helps.