Quick answer: Draw only after load events (or decode()), handle image error events, and validate sprite-frame rectangles against the sheet's real dimensions.
drawImage demands a ready, valid source — an Image that has not loaded (or failed) throws or draws nothing. Loading discipline fixes the class. Here it is.
How to fix it
1. Gate on the load event
Draw after img.onload (or await img.decode()) — starting the render loop before the load barrier completes is the root cause in most projects.
2. Handle onerror explicitly
A 404'd sprite fires error, never load — report the failing URL and substitute a placeholder; otherwise you chase 'blank enemy' bugs later.
3. Build a loader with a manifest
Load all assets up front, resolve a single promise when done, and start the game then — per-use load checks scattered through drawing code always miss one.
4. Check sheet math against the image
Frame rectangles computed past the sheet's actual width/height (wrong frame count, updated art) produce broken draws — assert frames fit the sheet at load time.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every HTML5 error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.