I have a web page which is displaying a number of images on the HTML5 canvas. It is possible to drag and drop most of these images around the canvas- a feature I added using the KineticJS library. I...
Hi, I only want to draw the images once, and the idea of using a loop was simply so that I didn't have to write out the full line for drawing an image ten times- the images I want to draw are simply...
I want to use JavaScript to draw a series of images onto an HTML5 canvas. I have the following while loop, which I had hoped would draw all of the images to the canvas, however, it is...
I have a JavaScript function that draws an image (which is being used as a button), to my canvas... When the image is clicked, another function is called, which draws the next set of elements...
I am trying to draw a few .png images to the HTML5 canvas using JavaScript. I currently have a function that will draw an image to the canvas, but the image is too large for the canvas, so...
I've written a basic webpage that has an HTML5 canvas. On the canvas, I've used a JavaScript function to display an image. I now want to be able to turn that image into a button, which will...
Hey, I've had a go at what you've suggested, but for some reason, my code isn't performing all of the functions it should. At the moment, when the page loads, a function called 'startGame() is...
I had thought about using a loop, but I just thought a switch statement might help to keep the code a bit tidier and more organised. I'll give it a try anyway...