Loading the Button Assets
Because we are going to load in both an audio file and an image file for
this application, we need to employ a strategy that will allow us to
preload two assets instead of just one. This process is much like the
one we employed in Chapter 6 when
we created controls for a video. Previously in this chapter, we used a
function named audioLoaded()
to make
sure the audio was loaded before we started use it. However, that
strategy will not work when we have two assets to load. We could create
two separate event listeners, but what if we need to load 3, 4, or 10
assets? What we need is a simple way to ensure that we can preload any
number of assets before our application executes.
We will start this process by creating some variables that are
global in scope to all the functions in the applications. First, outside
of all the JavaScript functions, we will create three new
variables—loadCount
, itemsToLoad
, and buttonSheet
:
loadCount
This variable will be used as a counter. When an asset has preloaded we will increment this value.
itemsToLoad
This is a numeric value that represents the number of assets we need to load before we can execute the application in the HTML page.
buttonSheet
This variable will hold a reference to the audiocontrols.png image shown in Figure 7-5. We will use it to create our audio controls.
Here is the code with values included:
var
loadCount
=
0
;
var
itemsToLoad
=
2
;
var
buttonSheet
;
var
audioElement
;
Note
To make these variables scope only to the ...
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