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@litecanvas/plugin-asset-loader

v0.9.2

Published

Plugin to help load external assets in litecanvas games

Downloads

121

Readme

Asset Loader plugin for litecanvas

Plugin to help load external assets in litecanvas games.

This plugin can load the following asset types:

Install

NPM: npm i @litecanvas/plugin-asset-loader

CDN: https://unpkg.com/@litecanvas/plugin-asset-loader/dist/dist.js

Usage

Loading images

import litecanvas from "litecanvas"
import pluginAssetLoader from "@litecanvas/plugin-asset-loader"

litecanvas({
  loop: { init, update, draw },
})

use(pluginAssetLoader)

function init() {
  images = {}

  // load another random image
  loadImage(
    "https://random.imagecdn.app/128/128?bar",
    (image, { convertColors, splitFrames }) => {
      if (!image) throw "Failed to load image"
      images.original = image

      // `convertColors()` changes the colors of the image to use the litecanvas palette.
      // images.converted = convertColors(image)

      // `splitFrames()` splits the image into multiple frames.
      // see https://github.com/litecanvas/plugin-asset-loader/tree/main/demo/images/spritesheet.png
      /*
      images.frames = splitFrames(
        image,
        frameWidth,
        frameHeight,
        margin,
        spacing
      )
      */
    }
  )
}

function update(dt) {}

function draw() {
  // `LOADING` is an global integer variable
  // it represents the number of assets that are loading
  if (LOADING > 0) {
    // do nothing while loading
    return
  }

  image(0, 0, images.original)
  // image(0, 128, images.converted)
  // image(0, 256, images.frames[0])
}

Loading sounds

import litecanvas from "litecanvas"
import pluginAssetLoader from "@litecanvas/plugin-asset-loader"

litecanvas({
  loop: { init, update, draw },
})

use(pluginAssetLoader)

function init() {
  music = null

  loadSound(
    "https://opengameart.org/sites/default/files/preview_26.ogg",
    (sound) => {
      music = sound
    }
  )
}

// you must wait a user interaction to play sounds
function tapped() {
  if (LOADING > 0) {
    return
  }
  if (music.paused) {
    music.play()
  } else {
    music.stop()
  }
}

function draw() {
  cls(0)
  if (LOADING > 0) {
    return text(20, 20, "Loading...", 3)
  }
  text(20, 20, "Tap to play")
}

The loaded sound will be a HTMLAudioElement (https://developer.mozilla.org/en-US/docs/Web/API/HTMLAudioElement).

In addition to the native methods, we also implemented: stop() and restart() to, respectively, stops and restarts a sound.

Loading fonts

import litecanvas from "litecanvas"
import pluginAssetLoader from "@litecanvas/plugin-asset-loader"

litecanvas({
  loop: { init, update, draw },
})

use(pluginAssetLoader) // load the plugin

function init() {
  loadFont(
    "Pixelify Sans",
    "https://fonts.gstatic.com/s/pixelifysans/v1/CHy2V-3HFUT7aC4iv1TxGDR9DHEserHN25py2TTp0E1fZZM.woff2",
    function (res) {
      if (!res) throw "Failed to load font"
      textfont("Pixelify Sans")
    }
  )
}

function draw() {
  cls(0)
  if (LOADING > 0) {
    text(20, 20, "Loading...")
  } else {
    text(20, 20, "Font loaded!")
  }
}

Loading JavaScript

import litecanvas from "litecanvas"
import pluginAssetLoader from "@litecanvas/plugin-asset-loader"

litecanvas({
  loop: { init, update, draw },
})

use(pluginAssetLoader)

function init() {
  loadScript("https://unpkg.com/jquery/dist/jquery.js", (script) => {
    if (!script) throw "Failed to load script"
  })
}

function update(dt) {
  if (LOADING > 0) return // do nothing while loading
}

function draw() {
  cls(0)
  if (LOADING > 0) {
    text(20, 20, "Loading...", 3)
  } else {
    const version = jQuery.fn.jquery
    text(20, 20, "jQuery " + version + " loaded")
  }
}

Configuration

use(pluginAssetLoader, {
  // Sets a base url used to load assets
  baseURL: string | null, // default: `null`

  // Sets the crossOrigin property for some assets
  // See: https://developer.mozilla.org/en-US/docs/Web/HTML/Attributes/crossorigin
  crossOrigin: string | null, // default: "anonymous"

  // If `true` (default) load all sounds using "canplay" event.
  // If `false` load all sounds using "oncanplaythrough" event.
  allowSoundInterruptions: boolean,

  // If `false` (default) throws a error when a asset fails to load.
  ignoreErrors: boolean,
})

Using baseURL

// Example
use(pluginAssetLoader, {
  baseURL: "https://www.yourgame.com/assets/",
})

// this image will be loaded from https://www.yourgame.com/assets/images/hero.png
loadImage("images/hero.png")

// this image will be loaded from https://another.assets.site/images/dog.png
// baseURL is used only in URLs that do not start with a protocol (e.g. https:)
loadImage("https://www.another.assets.site/images/dog.png")

Events

All loaders emit the following events

  • "asset-load" when a asset is loaded successfully.
  • "asset-error" when a asset fails to load.
  • "filter-asset" to filter the asset object before it starts to load.