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HTML5 Canvas drawing an image set in for loop only draws the last iteration image set


Resize HTML5 canvas to fit windowHow to draw an oval in html5 canvas?Resizing an image in an HTML5 canvasDrawing an SVG file on a HTML5 canvasUsing HTML5/Canvas/JavaScript to take in-browser screenshotsCanvas width and height in HTML5HTML5 Canvas vs. SVG vs. divDrawing a dot on HTML5 canvasHTML5 Canvas Resize (Downscale) Image High Quality?Node JS Promise TypeError: Cannot read property 'then' of undefined






.everyoneloves__top-leaderboard:empty,.everyoneloves__mid-leaderboard:empty,.everyoneloves__bot-mid-leaderboard:empty margin-bottom:0;








0















I am trying to draw an image using a image loader inside of a for loop. It draws all of the images on the last iteration only.



In the console it does't show the draw -> 0 or draw -> 1 it just shows the draw -> 2



Thanks for any help!!



Here is my code block:



 // For every player run iteration
var pos="";
var iter="";
for (var i = 0; i < item.length; ++i)
// Position for players on account screen

if(i == 0) pos = "61px"; iter = 0; console.log("pos 0 -> " + iter);
if(i == 1) pos = "168px"; iter = 1; console.log("pos 1 -> " + iter);
if(i == 2) pos = "275px"; iter = 2; console.log("pos 2 -> " + iter);
console.log(i);
console.log("pos -> " + pos);
console.log("iter -> " + iter);
// Gets player name from string
let player = item[i].match( /([A-Z])w+/g );

// Create player div for mouse interaction
let player_el = $('<div class="cursor player" id="player'+ player +'"></div>');
$("#can_wrapper").append(player_el);
$("#player"+ player).css("position": "absolute", "height": "50px", "width": "50px", "left": ""+ pos +"", "top": "271px", "cursor": "grab", "cursor": "-webkit-grab");

// Get player name for hover action
let player_name_el = player;
document.styleSheets[0].addRule('#player'+ player +':hover::after','content: "'+player_name_el+'";');

/**
* Promisify loading an image
* @param String imagePath The web location of the image
* @returns Promise A Promise that will resolve to an Image
*/
function loadImage(imagePath)
return new Promise((resolve, reject) =>
let image = new Image();
image.addEventListener("load", () =>
resolve(image);
);
image.addEventListener("error", (err) =>
reject(err);
);
image.src = '../interface/images/body/' + imagePath;
);


let imageSources = ['v1456.png', 'vbody0.png','vhead14.png','v1960.png','v578.png','v1221.png', 'v3063.png']; // url and order

Promise
.all(imageSources.map(ii => loadImage(ii)))
.then((images) =>
images.forEach((image) =>
if (iter == 0) ctx.drawImage(image, 60, 270); console.log("draw -> 0");
if (iter == 1) ctx.drawImage(image, 167, 270); console.log("draw -> 1");
if (iter == 2) ctx.drawImage(image, 274, 270); console.log("draw -> 2");
console.log(iter);
);
).catch((err) =>
console.error(err);
);










share|improve this question
























  • by the time the imageSources.map(ii => loadImage(ii)) promises have resolved, i.e. before the .then callback is called, the for (var i = 0; i < item.length; ++i) loop will have completed, and iter will be 2 ... the big hint that you are doing it wrong is that pos 2 -> 2 is logged before any draw is logged out - you'll need to rethink your code considerably - I can't even imagine what you're trying to achieve in what order

    – Jaromanda X
    Mar 28 at 3:53












  • I'm trying to draw the character artwork that is in the array for each iteration. i.imgur.com/yAOghrQ.png the red squares are the 3 iterations and the last iteration is what is being drawn. the images have to be in an image loader because they need to load in a specific manner so it stacks correctly

    – timeba
    Mar 28 at 4:03












  • Just using the same images for now as a place holder. After i get them to display correctly I will pull it dynamically from a database. Ill be honest I don't really know how the promise works

    – timeba
    Mar 28 at 4:10











  • Thanks ill see what i can try and figure out from your example

    – timeba
    Mar 28 at 4:16











  • what you need to remember is ... Promise .then is called asynchronously - so you need to take that into consideration

    – Jaromanda X
    Mar 28 at 4:19

















0















I am trying to draw an image using a image loader inside of a for loop. It draws all of the images on the last iteration only.



In the console it does't show the draw -> 0 or draw -> 1 it just shows the draw -> 2



Thanks for any help!!



Here is my code block:



 // For every player run iteration
var pos="";
var iter="";
for (var i = 0; i < item.length; ++i)
// Position for players on account screen

if(i == 0) pos = "61px"; iter = 0; console.log("pos 0 -> " + iter);
if(i == 1) pos = "168px"; iter = 1; console.log("pos 1 -> " + iter);
if(i == 2) pos = "275px"; iter = 2; console.log("pos 2 -> " + iter);
console.log(i);
console.log("pos -> " + pos);
console.log("iter -> " + iter);
// Gets player name from string
let player = item[i].match( /([A-Z])w+/g );

// Create player div for mouse interaction
let player_el = $('<div class="cursor player" id="player'+ player +'"></div>');
$("#can_wrapper").append(player_el);
$("#player"+ player).css("position": "absolute", "height": "50px", "width": "50px", "left": ""+ pos +"", "top": "271px", "cursor": "grab", "cursor": "-webkit-grab");

// Get player name for hover action
let player_name_el = player;
document.styleSheets[0].addRule('#player'+ player +':hover::after','content: "'+player_name_el+'";');

/**
* Promisify loading an image
* @param String imagePath The web location of the image
* @returns Promise A Promise that will resolve to an Image
*/
function loadImage(imagePath)
return new Promise((resolve, reject) =>
let image = new Image();
image.addEventListener("load", () =>
resolve(image);
);
image.addEventListener("error", (err) =>
reject(err);
);
image.src = '../interface/images/body/' + imagePath;
);


let imageSources = ['v1456.png', 'vbody0.png','vhead14.png','v1960.png','v578.png','v1221.png', 'v3063.png']; // url and order

Promise
.all(imageSources.map(ii => loadImage(ii)))
.then((images) =>
images.forEach((image) =>
if (iter == 0) ctx.drawImage(image, 60, 270); console.log("draw -> 0");
if (iter == 1) ctx.drawImage(image, 167, 270); console.log("draw -> 1");
if (iter == 2) ctx.drawImage(image, 274, 270); console.log("draw -> 2");
console.log(iter);
);
).catch((err) =>
console.error(err);
);










share|improve this question
























  • by the time the imageSources.map(ii => loadImage(ii)) promises have resolved, i.e. before the .then callback is called, the for (var i = 0; i < item.length; ++i) loop will have completed, and iter will be 2 ... the big hint that you are doing it wrong is that pos 2 -> 2 is logged before any draw is logged out - you'll need to rethink your code considerably - I can't even imagine what you're trying to achieve in what order

    – Jaromanda X
    Mar 28 at 3:53












  • I'm trying to draw the character artwork that is in the array for each iteration. i.imgur.com/yAOghrQ.png the red squares are the 3 iterations and the last iteration is what is being drawn. the images have to be in an image loader because they need to load in a specific manner so it stacks correctly

    – timeba
    Mar 28 at 4:03












  • Just using the same images for now as a place holder. After i get them to display correctly I will pull it dynamically from a database. Ill be honest I don't really know how the promise works

    – timeba
    Mar 28 at 4:10











  • Thanks ill see what i can try and figure out from your example

    – timeba
    Mar 28 at 4:16











  • what you need to remember is ... Promise .then is called asynchronously - so you need to take that into consideration

    – Jaromanda X
    Mar 28 at 4:19













0












0








0








I am trying to draw an image using a image loader inside of a for loop. It draws all of the images on the last iteration only.



In the console it does't show the draw -> 0 or draw -> 1 it just shows the draw -> 2



Thanks for any help!!



Here is my code block:



 // For every player run iteration
var pos="";
var iter="";
for (var i = 0; i < item.length; ++i)
// Position for players on account screen

if(i == 0) pos = "61px"; iter = 0; console.log("pos 0 -> " + iter);
if(i == 1) pos = "168px"; iter = 1; console.log("pos 1 -> " + iter);
if(i == 2) pos = "275px"; iter = 2; console.log("pos 2 -> " + iter);
console.log(i);
console.log("pos -> " + pos);
console.log("iter -> " + iter);
// Gets player name from string
let player = item[i].match( /([A-Z])w+/g );

// Create player div for mouse interaction
let player_el = $('<div class="cursor player" id="player'+ player +'"></div>');
$("#can_wrapper").append(player_el);
$("#player"+ player).css("position": "absolute", "height": "50px", "width": "50px", "left": ""+ pos +"", "top": "271px", "cursor": "grab", "cursor": "-webkit-grab");

// Get player name for hover action
let player_name_el = player;
document.styleSheets[0].addRule('#player'+ player +':hover::after','content: "'+player_name_el+'";');

/**
* Promisify loading an image
* @param String imagePath The web location of the image
* @returns Promise A Promise that will resolve to an Image
*/
function loadImage(imagePath)
return new Promise((resolve, reject) =>
let image = new Image();
image.addEventListener("load", () =>
resolve(image);
);
image.addEventListener("error", (err) =>
reject(err);
);
image.src = '../interface/images/body/' + imagePath;
);


let imageSources = ['v1456.png', 'vbody0.png','vhead14.png','v1960.png','v578.png','v1221.png', 'v3063.png']; // url and order

Promise
.all(imageSources.map(ii => loadImage(ii)))
.then((images) =>
images.forEach((image) =>
if (iter == 0) ctx.drawImage(image, 60, 270); console.log("draw -> 0");
if (iter == 1) ctx.drawImage(image, 167, 270); console.log("draw -> 1");
if (iter == 2) ctx.drawImage(image, 274, 270); console.log("draw -> 2");
console.log(iter);
);
).catch((err) =>
console.error(err);
);










share|improve this question














I am trying to draw an image using a image loader inside of a for loop. It draws all of the images on the last iteration only.



In the console it does't show the draw -> 0 or draw -> 1 it just shows the draw -> 2



Thanks for any help!!



Here is my code block:



 // For every player run iteration
var pos="";
var iter="";
for (var i = 0; i < item.length; ++i)
// Position for players on account screen

if(i == 0) pos = "61px"; iter = 0; console.log("pos 0 -> " + iter);
if(i == 1) pos = "168px"; iter = 1; console.log("pos 1 -> " + iter);
if(i == 2) pos = "275px"; iter = 2; console.log("pos 2 -> " + iter);
console.log(i);
console.log("pos -> " + pos);
console.log("iter -> " + iter);
// Gets player name from string
let player = item[i].match( /([A-Z])w+/g );

// Create player div for mouse interaction
let player_el = $('<div class="cursor player" id="player'+ player +'"></div>');
$("#can_wrapper").append(player_el);
$("#player"+ player).css("position": "absolute", "height": "50px", "width": "50px", "left": ""+ pos +"", "top": "271px", "cursor": "grab", "cursor": "-webkit-grab");

// Get player name for hover action
let player_name_el = player;
document.styleSheets[0].addRule('#player'+ player +':hover::after','content: "'+player_name_el+'";');

/**
* Promisify loading an image
* @param String imagePath The web location of the image
* @returns Promise A Promise that will resolve to an Image
*/
function loadImage(imagePath)
return new Promise((resolve, reject) =>
let image = new Image();
image.addEventListener("load", () =>
resolve(image);
);
image.addEventListener("error", (err) =>
reject(err);
);
image.src = '../interface/images/body/' + imagePath;
);


let imageSources = ['v1456.png', 'vbody0.png','vhead14.png','v1960.png','v578.png','v1221.png', 'v3063.png']; // url and order

Promise
.all(imageSources.map(ii => loadImage(ii)))
.then((images) =>
images.forEach((image) =>
if (iter == 0) ctx.drawImage(image, 60, 270); console.log("draw -> 0");
if (iter == 1) ctx.drawImage(image, 167, 270); console.log("draw -> 1");
if (iter == 2) ctx.drawImage(image, 274, 270); console.log("draw -> 2");
console.log(iter);
);
).catch((err) =>
console.error(err);
);







javascript jquery html5 canvas






share|improve this question













share|improve this question











share|improve this question




share|improve this question










asked Mar 28 at 3:50









timebatimeba

407 bronze badges




407 bronze badges















  • by the time the imageSources.map(ii => loadImage(ii)) promises have resolved, i.e. before the .then callback is called, the for (var i = 0; i < item.length; ++i) loop will have completed, and iter will be 2 ... the big hint that you are doing it wrong is that pos 2 -> 2 is logged before any draw is logged out - you'll need to rethink your code considerably - I can't even imagine what you're trying to achieve in what order

    – Jaromanda X
    Mar 28 at 3:53












  • I'm trying to draw the character artwork that is in the array for each iteration. i.imgur.com/yAOghrQ.png the red squares are the 3 iterations and the last iteration is what is being drawn. the images have to be in an image loader because they need to load in a specific manner so it stacks correctly

    – timeba
    Mar 28 at 4:03












  • Just using the same images for now as a place holder. After i get them to display correctly I will pull it dynamically from a database. Ill be honest I don't really know how the promise works

    – timeba
    Mar 28 at 4:10











  • Thanks ill see what i can try and figure out from your example

    – timeba
    Mar 28 at 4:16











  • what you need to remember is ... Promise .then is called asynchronously - so you need to take that into consideration

    – Jaromanda X
    Mar 28 at 4:19

















  • by the time the imageSources.map(ii => loadImage(ii)) promises have resolved, i.e. before the .then callback is called, the for (var i = 0; i < item.length; ++i) loop will have completed, and iter will be 2 ... the big hint that you are doing it wrong is that pos 2 -> 2 is logged before any draw is logged out - you'll need to rethink your code considerably - I can't even imagine what you're trying to achieve in what order

    – Jaromanda X
    Mar 28 at 3:53












  • I'm trying to draw the character artwork that is in the array for each iteration. i.imgur.com/yAOghrQ.png the red squares are the 3 iterations and the last iteration is what is being drawn. the images have to be in an image loader because they need to load in a specific manner so it stacks correctly

    – timeba
    Mar 28 at 4:03












  • Just using the same images for now as a place holder. After i get them to display correctly I will pull it dynamically from a database. Ill be honest I don't really know how the promise works

    – timeba
    Mar 28 at 4:10











  • Thanks ill see what i can try and figure out from your example

    – timeba
    Mar 28 at 4:16











  • what you need to remember is ... Promise .then is called asynchronously - so you need to take that into consideration

    – Jaromanda X
    Mar 28 at 4:19
















by the time the imageSources.map(ii => loadImage(ii)) promises have resolved, i.e. before the .then callback is called, the for (var i = 0; i < item.length; ++i) loop will have completed, and iter will be 2 ... the big hint that you are doing it wrong is that pos 2 -> 2 is logged before any draw is logged out - you'll need to rethink your code considerably - I can't even imagine what you're trying to achieve in what order

– Jaromanda X
Mar 28 at 3:53






by the time the imageSources.map(ii => loadImage(ii)) promises have resolved, i.e. before the .then callback is called, the for (var i = 0; i < item.length; ++i) loop will have completed, and iter will be 2 ... the big hint that you are doing it wrong is that pos 2 -> 2 is logged before any draw is logged out - you'll need to rethink your code considerably - I can't even imagine what you're trying to achieve in what order

– Jaromanda X
Mar 28 at 3:53














I'm trying to draw the character artwork that is in the array for each iteration. i.imgur.com/yAOghrQ.png the red squares are the 3 iterations and the last iteration is what is being drawn. the images have to be in an image loader because they need to load in a specific manner so it stacks correctly

– timeba
Mar 28 at 4:03






I'm trying to draw the character artwork that is in the array for each iteration. i.imgur.com/yAOghrQ.png the red squares are the 3 iterations and the last iteration is what is being drawn. the images have to be in an image loader because they need to load in a specific manner so it stacks correctly

– timeba
Mar 28 at 4:03














Just using the same images for now as a place holder. After i get them to display correctly I will pull it dynamically from a database. Ill be honest I don't really know how the promise works

– timeba
Mar 28 at 4:10





Just using the same images for now as a place holder. After i get them to display correctly I will pull it dynamically from a database. Ill be honest I don't really know how the promise works

– timeba
Mar 28 at 4:10













Thanks ill see what i can try and figure out from your example

– timeba
Mar 28 at 4:16





Thanks ill see what i can try and figure out from your example

– timeba
Mar 28 at 4:16













what you need to remember is ... Promise .then is called asynchronously - so you need to take that into consideration

– Jaromanda X
Mar 28 at 4:19





what you need to remember is ... Promise .then is called asynchronously - so you need to take that into consideration

– Jaromanda X
Mar 28 at 4:19












1 Answer
1






active

oldest

votes


















0
















I would recommend moving function loadImage outside the loop



If you use let instead of var and move the declaration of pos and iter inside the for loop, then it should work



function loadImage(imagePath) 
return new Promise((resolve, reject) =>
let image = new Image();
image.addEventListener("load", () =>
resolve(image);
);
image.addEventListener("error", (err) =>
reject(err);
);
image.src = '../interface/images/body/' + imagePath;
);


for (let i = 0; i < item.length; ++i)
let pos="";
let iter="";
// rest of your code remains unchanged






share|improve this answer



























  • This now works as intended! Thanks again for all your help!

    – timeba
    Mar 28 at 4:32










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1 Answer
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active

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active

oldest

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active

oldest

votes









0
















I would recommend moving function loadImage outside the loop



If you use let instead of var and move the declaration of pos and iter inside the for loop, then it should work



function loadImage(imagePath) 
return new Promise((resolve, reject) =>
let image = new Image();
image.addEventListener("load", () =>
resolve(image);
);
image.addEventListener("error", (err) =>
reject(err);
);
image.src = '../interface/images/body/' + imagePath;
);


for (let i = 0; i < item.length; ++i)
let pos="";
let iter="";
// rest of your code remains unchanged






share|improve this answer



























  • This now works as intended! Thanks again for all your help!

    – timeba
    Mar 28 at 4:32















0
















I would recommend moving function loadImage outside the loop



If you use let instead of var and move the declaration of pos and iter inside the for loop, then it should work



function loadImage(imagePath) 
return new Promise((resolve, reject) =>
let image = new Image();
image.addEventListener("load", () =>
resolve(image);
);
image.addEventListener("error", (err) =>
reject(err);
);
image.src = '../interface/images/body/' + imagePath;
);


for (let i = 0; i < item.length; ++i)
let pos="";
let iter="";
// rest of your code remains unchanged






share|improve this answer



























  • This now works as intended! Thanks again for all your help!

    – timeba
    Mar 28 at 4:32













0














0










0









I would recommend moving function loadImage outside the loop



If you use let instead of var and move the declaration of pos and iter inside the for loop, then it should work



function loadImage(imagePath) 
return new Promise((resolve, reject) =>
let image = new Image();
image.addEventListener("load", () =>
resolve(image);
);
image.addEventListener("error", (err) =>
reject(err);
);
image.src = '../interface/images/body/' + imagePath;
);


for (let i = 0; i < item.length; ++i)
let pos="";
let iter="";
// rest of your code remains unchanged






share|improve this answer















I would recommend moving function loadImage outside the loop



If you use let instead of var and move the declaration of pos and iter inside the for loop, then it should work



function loadImage(imagePath) 
return new Promise((resolve, reject) =>
let image = new Image();
image.addEventListener("load", () =>
resolve(image);
);
image.addEventListener("error", (err) =>
reject(err);
);
image.src = '../interface/images/body/' + imagePath;
);


for (let i = 0; i < item.length; ++i)
let pos="";
let iter="";
// rest of your code remains unchanged







share|improve this answer














share|improve this answer



share|improve this answer








edited Mar 28 at 4:23

























answered Mar 28 at 4:11









Jaromanda XJaromanda X

38.8k4 gold badges36 silver badges57 bronze badges




38.8k4 gold badges36 silver badges57 bronze badges















  • This now works as intended! Thanks again for all your help!

    – timeba
    Mar 28 at 4:32

















  • This now works as intended! Thanks again for all your help!

    – timeba
    Mar 28 at 4:32
















This now works as intended! Thanks again for all your help!

– timeba
Mar 28 at 4:32





This now works as intended! Thanks again for all your help!

– timeba
Mar 28 at 4:32






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