Comments (13)
Thanks, I've changed that to image.src
and referenced it in the context.drawimage
but it's still not produced anything.
from pacman-canvas.
Hi Jason,
of course you can. This is code. everything is possible ;)
Pacman gets drawn every time the renderContent() method is called.
The code to draw him is here:
https://github.com/platzhersh/pacman-canvas/blob/master/pacman-canvas.js#L1434
You can easily replace this by whatever you want.
The code could also be moved to a draw() function on the pacman object actually.
from pacman-canvas.
Thanks,
I thought it was possible but I can't seem to find the correct code to insert an image without it messing up the existing code.
from pacman-canvas.
You can check the draw function of the ghosts: https://github.com/platzhersh/pacman-canvas/blob/master/pacman-canvas.js#L639
from pacman-canvas.
Apologies, I don't mean to bother you. I've tried a draw function but the image doesn't load onto the canvas. https://snag.gy/tRXbg5.jpg
from pacman-canvas.
You should use image.src
if you instantiate the Image with that name.
The variable gamecharacter
has never been defined.
from pacman-canvas.
context.drawImage(this.image, pacman.posX, pacman.posY, 2*pacman.radius, 2*pacman.radius);
No need to use angle at all.
https://developer.mozilla.org/en-US/docs/Web/API/CanvasRenderingContext2D/drawImage
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Do I need to adjust the size of the image? It still appears blank when the game is loaded.
from pacman-canvas.
Well, its SVG. So it should adapt. I think I can't help you any further :)
Try compare to the draw function of the ghost object, like mentioned above. And check if there are differences. Also if you see errors in the browser console.
from pacman-canvas.
Okay thank you for your help, I apologise for bothering you.
from pacman-canvas.
No worries :) Wish you good luck!
from pacman-canvas.
still not working can someone help me with a solution
from pacman-canvas.
+1
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Related Issues (20)
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