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Home/ Questions/Q 8813425
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Editorial Team
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Editorial Team
Asked: June 14, 20262026-06-14T03:50:51+00:00 2026-06-14T03:50:51+00:00

I am following up with a game development tutorial for windows 8 here http://www.sitepoint.com/creating-a-simple-windows-8-game-with-javascript-game-basics-createjseaseljs/

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I am following up with a game development tutorial for windows 8 here http://www.sitepoint.com/creating-a-simple-windows-8-game-with-javascript-game-basics-createjseaseljs/.
The tutorial probably needs updating since at some point i had to add in createJS before using PreloadJS.

example:

stage = new createjs.Stage(canvas);
preload = new createjs.PreloadJS();

or else the debugging throws errors.

However the program breaks when bgImage is initialised. Any suggestive codes i can use?

bgImage = preload.getResult("screenImage").Result;
bgBitmap = new Bitmap(bgImage);
bgBitmap.scale_X = SCALE_X;
bgImage.scale_Y = SCALE_Y;
stage.addChild(bgBitmap);
stage.update();
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  1. Editorial Team
    Editorial Team
    2026-06-14T03:50:52+00:00Added an answer on June 14, 2026 at 3:50 am

    Please make sure you are using correct syntax.

    var bgImage = preload.getResult("screenImage").result;
    var bgBitmap = new createjs.Bitmap(bgImage);
    stage.addChild(bgBitmap);
    

    Also what is the bug you are getting?
    Here is a quick example that should help.

    function init() {
            canvas = document.getElementById("testCanvas");
    
            //check to see if we are running in a browser with touch support
            stage = new createjs.Stage(canvas);
            createjs.Ticker.setFPS(24);
            createjs.Ticker.addListener(stage);
    
            images = images || {};
            var manifest = [
                {src:"image.jpg", id:"image"}
            ]
    
            loader = new createjs.PreloadJS(false);
            loader.onFileLoad = handleFileLoad;
            loader.onComplete = handleComplete;
            loader.loadManifest(manifest);
        }
    
        function handleFileLoad(o) {
        //You could store all your images in object to call them easily.  
        if (o.type == "image") {
                images[o.id] = o.result;
            }
        }
    
        function handleComplete(event) {
            var bg = new createjs.Bitmap(loader.getResult("image").result);
            //OR samething
            //var bg = new createjs.Bitmap(images['image']);
            stage.addChild(bg);
        }
    
        function tick() {
            stage.update();
        }
    

    Hope this helps.

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