assetloader
v0.1.2
Published
An asynchronous asset manager for Canvas/WebGL images and resources
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AssetLoader
This is a simple preloading queue for images, ideal for canvas games with a render loop.
example
var AssetLoader = require("assetloader");
var assets = new AssetLoader();
//We can optionally listen for events like so:
assets.loadStarted.add(function(ev) {
console.log("LOAD STARTED", ev);
});
assets.loadFinished.add(function(ev) {
console.log("LOAD FINISHED", ev);
});
assets.loadProgress.add(function(ev) {
console.log("LOAD PROGRESS", ev);
});
assets.loadError.add(function(ev) {
console.log("LOAD ERROR", ev);
})
//Here we add the assets to the loader.
//The returned type is defined by the "loader" which is
//picked from the file extension. By default, PNG, GIF, JPG, and JPEG use the
//ImageLoader, which returns an Image object.
var img = assets.add("img/scene.png");
var img2 = assets.add("img/grass.png");
function update() {
requestAnimationFrame(update);
if (assets.update()) {
//Show your game...
} else {
//Game is loading.. show a preloader
}
}
requestAnimationFrame(update);
kami-assets
This module is renderer-agnostic. But if you want something specific for kami, you should see kami-assets
, which overrides AssetLoader and returns a Texture
object instead of an Image.
testing
To run the demos in this lib, you will need beefy
and browserify
. Then from this directory, run:
beefy main.js --cwd demos --live -- -r './index.js:assetloader'