var book; window.onload = function() { book = new ComicBook(); var srcs = { 1: "http://dev.justforcomics.com/get/image/?f=comics/extracted/oni_whiteout_melt_1/00.jpg", 2: "http://dev.justforcomics.com/get/image/?f=comics/extracted/oni_whiteout_melt_1/01.jpg", 3: "http://dev.justforcomics.com/get/image/?f=comics/extracted/oni_whiteout_melt_1/02.jpg", 4: "http://dev.justforcomics.com/get/image/?f=comics/extracted/oni_whiteout_melt_1/03.jpg", 5: "http://dev.justforcomics.com/get/image/?f=comics/extracted/oni_whiteout_melt_1/04.jpg", 6: "http://dev.justforcomics.com/get/image/?f=comics/extracted/oni_whiteout_melt_1/05.jpg", 7: "http://dev.justforcomics.com/get/image/?f=comics/extracted/oni_whiteout_melt_1/06.jpg", 8: "http://dev.justforcomics.com/get/image/?f=comics/extracted/oni_whiteout_melt_1/07.jpg" }; book.draw("comic", srcs); } function ComicBook() { var srcs = []; var pages = []; var canvas; var context; var buffer = 4; var pointer = 0; /* * @param {String} id The canvas ID to draw the comic on. * @param {Array} srcs An array of all the comic page srcs, in order */ this.draw = function(id, srcs) { // setup canvas canvas = document.getElementById(id); context = canvas.getContext("2d"); preload(srcs); } function preload(srcs) { var loaded = 0; if (srcs.length < buffer) buffer = srcs.length; // don't get stuck if the buffer level is higher than the number of pages for (i in srcs) { var page = new Image(); page.src = srcs[i]; page.onload = function() { pages[loaded] = this; loaded++; if (loaded == buffer) drawPage(); } }; } /** * TODO: break this down into drawSinglePage() & drawDoublePage() * TODO: if the current browser doesn't have canvas support, use img tags */ function drawPage() { console.log(pointer, pages); var page = pages[pointer]; canvas.width = page.width; canvas.height = page.height; context.drawImage(page, 0, 0); } this.drawNextPage = function() { if (pointer < pointer + 1) pointer++; drawPage(); } this.drawPrevPage = function() { if (pointer > 0) pointer--; drawPage(); } }