So I've been trying to get an image preloader to work, as I've understood that I need to load the images before I can draw them on the canvas. I've followed this description: How do image preloaders work? but I'm unsure about how to make the img.onload
into a method, or somehow make a workaround, as the function can't access the variables it's supposed to.
Here's my code. Canvas class isn't included as it's irrelevant. Thanks in advance.
window.onload = function () {
var MyApp = new App();
MyApp.Initialize();
}
class App {
canvas: Canvas;
imageURLs: string[] = [];
images = [];
imagePreLoader: ImagePreLoader;
constructor() {
this.canvas = new Canvas(window.innerWidth, window.innerHeight, "mainCanvas");
this.ImagePreLoader = new ImagePreLoader(this.imageURLs, this.images);
}
Initialize() {
this.imageURLs.push("0.png");
this.imageURLs.push("1.png");
this.imagePreLoader.startLoadingAllImages(this.Loop.bind(this));
}
Loop() {
this.canvas.clear();
this.Draw();
requestAnimationFrame(this.Loop.bind(this));
}
Draw() {
for (var i = 0; i < this.images.length; i++) {
this.canvas.drawImage(this.images[i], i * 100, 100);
}
}
}
class ImagePreLoader {
imagesLoaded = 0;
imageURLs: string[];
images;
constructor(urlArray: string[], imageArray) {
this.imageURLs = urlArray;
this.images = imageArray;
}
startLoadingAllImages(callback): void {
for (var i = 0; i < this.imageURLs.length; i++) {
var img = new Image();
this.images.push(img);
img.onload = function () { //This doesn't work as the function can't access the variables of the class.
this.imagesLoaded++;
if (this.imagesLoaded >= this.imageURLs.length) {
callback();
}
}
img.src = this.imageURLs[i];
}
}
}