I'm trying to loop through an object with JavaScript and add all the subobjects from that object to a HTML5 canvas.
The canvas-bit is working, no problem with that, but for some reason all my images end up being the same size - the size of the last subobject 'background'. I'm assuming that it has to do with the scope of my loop and 'this', but I can't really see what to change;
var stage;
var items = {
head: {image: null, path: "images/avatar-elements/head01.png", w:200, h:200},
hair: {image: null, path: "images/avatar-elements/hair01.png", w:200, h:200},
nose: {image: null, path: "images/avatar-elements/nose01.png", w:200, h:200},
eyes: {image: null, path: "images/avatar-elements/eyes01.png", w:200, h:200},
eyebrows: {image: null, path: "images/avatar-elements/eyebrows01.png", w:200, h:200},
ears: {image: null, path: "images/avatar-elements/ears01.png", w:200, h:200},
background: {image: null, path: "images/avatar-elements/background01.png", w:500, h:370}
};
function initCanvas() {
stage = new Kinetic.Stage("canvas", 500, 370);
makeBasis();
}
function makeBasis() {
for(i in items) {
var img = new Image();
img.onload = function() {
items[i].image = makeCanvasImage(this, items[i].w, items[i].h);
}
img.src = items[i].path;
}
}
function makeCanvasImage(tar, w, h) {
var theImage = new Kinetic.Image({
imageObj: tar,
x: 250 - (w / 2),
y: 185 - (h / 2),
width: w,
height: h
});
stage.add(theImage);
return theImage;
}
initCanvas();