Software > Cheat Sheets > JavaScript
Pre-load images on canvas
var curr_page, img, imgToLoad, imgLoaded
function onImageLoad () {
imgLoaded++;
if (imgLoaded == imgToLoad) {
all_images_have_loaded();
}
}
function load_images () {
imgLoaded = 0; //reset this as we are loading a new batch of images
//what needs to be loaded for the current page
switch (curr_page) {
case "title":
imgToLoad = 1;
var img_name = "title.jpg";
break;
}
//background image
img = new Image();
img.onload = function() { onImageLoad(); }
img.src = img_name;
}
Draw an image on canvas
var c = document.getElementById("myCanvas");
var context = c.getContext("2d");
context.drawImage( img_back, 0, 0);
Switch
switch (num) {
case 1:
#do something if num=1
break;
case 2:
#do something if num=2
break;
default:
#do something if num is anything else
}
Arrays
var this_x = new Array(); this_x.push( ev.touches[i].pageX );
For Loop
for (i=0; i<5; i++) {
console.log( i );
}


