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 ); }