@lcluber/orbisjs
v1.0.9
Published
Lazy loader written in TypeScript
Downloads
13
Maintainers
Readme
Synopsis
Orbis.js is a lazy loader written in TypeScript.
Motivation
The main purpose of this library is to provide a simple way to load assets only when needed instead of loading everything when the main page loads.
Installation
npm
$ npm i @lcluber/orbisjs
Yarn
$ yarn add @lcluber/orbisjs
Usage
html
<div id="progressPanel">
<button
id="launcher"
type="button"
class="btn btn-default"
onclick="loadAssets()"
>
LOAD ASSETS
</button>
<div id="progressText">Loading</div>
<div id="progressBar">
<div id="progressBarNumber">0</div>
<div id="progressBarPercentage"></div>
</div>
</div>
assets object
//example of assets to load :
var list = {
shaders: {
folder: "shaders",
files: [
{ name: "shader1.txt" },
{ name: "shader2.txt" },
{ name: "shader3.txt" }
]
},
materials: {
folder: "materials",
files: [
{ name: "material1.txt" },
{ name: "material2.txt" },
{ name: "material3.doc" }
]
},
textures: {
folder: "textures",
files: [
{ name: "texture1.png" },
{ name: "texture2.png" },
{ name: "texture3.png" }
]
},
meshes: {
folder: "meshes",
files: [{ name: "mesh1.json" }, { name: "mesh2.json" }]
},
sprites: {
folder: "sprites",
files: [
{
name: "sprite1.png",
params: {
texSize: [124, 70],
frameSize: [62, 70]
}
},
{
name: "sprite2.png",
params: {
texSize: [540, 30],
frameSize: [30, 30]
}
},
{
name: "sprite3.png",
params: {
texSize: [540, 30],
frameSize: [30, 30]
}
}
]
},
sounds: {
folder: "sounds",
files: [
{
name: "sound1.mp3",
params: {
volume: 0.2,
loop: 0,
type: 0
}
},
{
name: "sound2.mp3",
params: {
volume: 0.3,
loop: 0,
type: 0
}
},
{
name: "sound3.mp3",
params: {
volume: 0.7,
loop: 0,
type: 0
}
}
]
}
};
ES6
import { Loader, IResponse } from "@lcluber/orbisjs";
let loader = new Loader(
list,
"../public/assets/",
"progressBar",
"progressText"
);
function loadAssets() {
loader.start().then((response: IResponse) => {
console.log(response.message);
if (response.success) {
console.log(loader.getList("sounds"));
console.log(loader.getAsset("sound3.mp3"));
console.log(loader.getContent("sound3.mp3"));
}
});
}
IIFE
<script src="node-modules/@lcluber/orbisjs/dist/orbis.iife.min.js"></script>
var loader = new Orbis.Loader(
list,
"../public/assets/",
"progressBar",
"progressText"
);
function loadAssets() {
loader.start().then(function(response) {
console.log(response.message);
if (response.success) {
console.log(loader.getList("sounds"));
console.log(loader.getAsset("sound3.mp3"));
console.log(loader.getContent("sound3.mp3"));
}
});
}
ANGULAR
Example of a service to load several assets when needed.
import { Injectable } from '@angular/core';
import { Loader, IAssets, IResponse } from "@lcluber/orbisjs";
@Injectable({
providedIn: 'root'
})
export class AssetsLoaderService {
list: IAssets = {
shaders: {
folder: "shader",
files: [
{ name: "vertex.glsl" },
{ name: "fragment.glsl" }
]
}
};
loader: Loader = new Loader(
this.list,
'../assets/',
null,
null
);
constructor() { }
public load(): Promise<boolean> {
return this.loader.start().then((response: IResponse) => {
console.log("complete");
return response.success;
});
}
public get vertexShader(): Object | HTMLImageElement | AudioBuffer | string | null | false {
return this.loader.getContent("vertex.glsl");
}
public get fragmentShader(): Object | HTMLImageElement | AudioBuffer | string | null | false {
return this.loader.getContent("fragment.glsl");
}
}
API Reference
// the structure of loader.start() promise response.
interface IResponse {
success: boolean,
message: string
};
interface IAssets {
[key: string]: { // type
folder: string;
files: IAsset[];
};
}
interface IAsset {
name: string;
params?: IParams | null;
}
interface IParams {
[key: string]: string | number | boolean | Array<string | number | boolean>;
}
class Asset implements IAsset {
name: string;
params: IParams | null;
xhr: XHR | null;
isValid: boolean;
}
class XHR {
path: string;
extension: string;
type: string;
response: Object | HTMLImageElement | AudioBuffer | string | null;
request: Request;
class Loader(
assets: IAssets,
assetsPath: string,
progressBarId?: string,
progressTextId?: string
);
// Starts loading the assets
loader.start(): Promise<IResponse> {}
// Returns the asset object
loader.getAsset(name: string): Asset | false {}
// Returns only the response of the xhr request.
loader.getContent(name: string): Object | HTMLImageElement | AudioBuffer | string | null | false {}
// Returns a list of assets by type
loader.getList(type: string): Asset[] | false {}
// Reset the progress bar before starting a new loading process
loader.resetProgress(): void;
// Log levels from @lcluber Mouette.js logger library
type LevelName = "info" | "trace" | "warn" | "error" | "off";
loader.setLogLevel(name: LevelName): LevelName {}
loader.getLogLevel(): LevelName {}
Contributors
There is still a lot of work to do on this project and I would be glad to get all the help you can provide. To contribute you can clone the project on GitHub and see NOTICE.md for detailed installation walkthrough of the project.
License
MIT License
Copyright (c) 2011 Ludovic CLUBER
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.