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@codeincontext
Created February 7, 2013 15:59
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No segfault
var Canvas = require('canvas')
, Image = Canvas.Image
, canvas = new Canvas(400, 400)
, ctx = canvas.getContext('2d')
, fs = require('fs')
var sprite
var hairSprite
var loadSprites = function(callback) {
var spritesLoaded = 0;
sprite = new Image();
sprite.onload = function() {
if (++spritesLoaded == 2) callback && callback()
};
sprite.onerror = function(err){console.log('ERROR', err)}
sprite.onerror = function(err){throw err;}
sprite.src = __dirname + '/public/images/male-standing.png';
hairSprite = new Image();
hairSprite.onload = function() {
if (++spritesLoaded == 2) callback && callback()
};
hairSprite.onerror = function(err){console.log('ERROR', err)}
hairSprite.onerror = function(err){throw err;}
hairSprite.src = __dirname + '/public/images/male-standing.png';
}
loadSprites(function() {
ctx.drawImage(sprite, 0, 0, 100, 100, 0, 0, 100, 100);
ctx.drawImage(hairSprite, 100, 0, 100, 100, 100, 100, 100, 100);
console.log('done')
});
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