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Home/ Questions/Q 7920263
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Editorial Team
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Editorial Team
Asked: June 3, 20262026-06-03T16:08:58+00:00 2026-06-03T16:08:58+00:00

I’m having an issue with a game that I’m trying to make. Here is

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I’m having an issue with a game that I’m trying to make. Here is my code (very basic):

    var canvas = document.createElement("canvas");
var gameCanvas = canvas.getContext("2d");
canvas.width = 500;
canvas.height = 500;
document.body.appendChild(canvas);

// Global variables
var game;
game.fps = 60;
game._intervalId = setInterval(game.run, 1000 / game.fps);

// Game loop
game.run = function() {
    game.draw();
};

// Functions
game.draw = function() {
    // Background image
    var bgImage = new Image();
    bgImage.src = "img/background.png";
    // Player image
    var playerImage = new Image();
    playerImage.src = "img/player.png";
    // Draw
    gameCanvas.drawImage(bgImage, 0, 0);
    gameCanvas.drawImage(playerImage, 10, 10);      
}

// Game over
document.getElementById('end').onclick = function stop(){
    clearInterval(game._intervalId);    
}

// Run
window.onload = game.run();

The game doesn’t run properly. Have I done anything wrong, or is there something I have missed out? Here is a link to the page: http://dl.dropbox.com/u/33213779/Game/demo_me.html

Thanks.

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-06-03T16:09:01+00:00Added an answer on June 3, 2026 at 4:09 pm

    There are two issues that I can spot from what you are writing.

    First one would be that you have to init your game-variable as an object:

    var game = {}; // = {} initializes a new Object
    game.fps = 60;
    ....
    

    The second issue would be that you are not preloading your image sources (instead you are loading them 60 times each seconds….) so that the canvas is not able to access them as they are still being loaded.

    Instead you could use a mechanism like this:

    var bgImage = new Image();
    bgImage.src = "img/background.png";
    bgImage.onload = checkPreload;
    
    var playerImage = new Image();
    playerImage.src = "img/player.png";
    playerImage.onload = checkPreload;
    
    var loadedPics = 0;
    function checkPreload(){
    loadedPics++;
    if (loadedPics == 2){
    buildGame(); //start game
    }
    }
    
    function buildGame(){
    //inside this function you should be safe to refer to bgImage and playerImage
    }
    

    Note that this is extremely oversimplified as image preloading is an area stricken with a lot of pitfalls. But I guess you’ll get the idea.

    By the way this is a really good tutorial on game logic and all things canvas.

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