<html>
<head>
<meta charset="utf-8">
<title>Game</title>
<script src="http://code.createjs.com/easeljs-0.4.2.min.js"></script>
</head>
<body>
<div id ="beeld">
<canvas id ="stageCanvas" width="1024" height="576">
<script src ="javascript.js"></script>
</canvas>
</div>
</body>
</html>
This is my Html
//Javascript Document
var canvas = document.getElementById('stageCanvas');
var stage = new Stage(canvas);
var Background;
var imgBackground = new Image();
imgBackground.src ="images/bg.png";
Background = new Bitmap(imgBackground);
Background.x = 0
Background.y = 0
stage.addChild(Background);
stage.update();
And that's my js.
The image is 1024 by 576, so it should be fullscreen. The original is 2048 by 576. I was planning to do like the background would slide to left and repeat it self when it gets to the end.
So my question is, why doesnt the image show up on the canvas.
I'm a very new to this, so I'm sorry if I'm asking such an easy question.
PS: If I inspect the HTML, it DOESN'T show any errors and it DOES show that the image is being loaded. It's just not.. drawn.. I guess. I'm getting frustrated, because I'm stuck here for a couple hours already.
I FOUND A WORKING CODE
<!DOCTYPE HTML>
<html>
<head>
<meta charset="UTF-8">
<title>Easel simple game</title>
<script src="http://code.createjs.com/easeljs-0.4.2.min.js"></script>
<script>
var canvas;
var stage;
var bg;
var score;
var ghost;
function init() {
canvas = document.getElementById("StageCanvas");
stage = new Stage(canvas);
score = 0;
bg = new Image();
bg.src = "img/bg.png";
bg.onload = setBG;
}
function setBG(event){
var bgrnd = new Bitmap(bg);
stage.addChild(bgrnd);
stage.update();
}
</script>
</head>
<body onload="init();">
<canvas id="StageCanvas" width="1240" height="576"></canvas>
</body>
</html>
By the way this code is the work for someone else, so I don't take any credit.
This seems to work perfectly. But once I remove the
bg = new Image();
bg.src = "img/bg.png";
bg.onload = setBG;
it stops working.