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Found 6 results

  1. Hello! I've got a question about the v3 assetloader/resourceloader: After loading an asset like such: var loader = PIXI.loader;loader.add('img',"assets/image.jpg");.. can I access the resource with (what I assume is ) the key? Edit: posted it wrong the first time In other words? Is there a way to do this: var sprite = PIXI.Sprite.fromFrame("img");..instead of what I'm doing currently: var sprite = PIXI.Sprite.fromFrame("assets/image.jpg");appreciated as always!
  2. I have a suggestion to add a little convenience to PIXI.AssetLoader's onProgress event: It would be helpful to pass the index of asset that was just loaded (and possibly---for extra convenience---the length of the assetURLs array). The code would go something like: PIXI.AssetLoader.prototype.load = function(){// - var scope = this; // - function onLoad(evt) {// - scope.onAssetLoaded(evt.data.content);// - } this.loadCount = this.assetURLs.length; for (var i=0; i < this.assetURLs.length; i++) { var fileName = this.assetURLs[i]; //first see if we have a data U
  3. Hi! So here's something that has been bothering me for a while... Can we somehow "unload" textures/texture atlases/assets? I'm working on a game that has multiple levels. At the start of each level, I preload all of the assets the level requires using the AssetLoader. So at the start of the first level I have something like: loader = new PIXI.AssetLoader(["level1_assets.json"]);loader.onComplete = startLevelloader.load();While at the start of the second level I have something like: loader = new PIXI.AssetLoader(["level2_assets.json"]);loader.onComplete = startLevelloader.load();The point i
  4. Hello, I'm developing a mobile game in phaser.io (and will wrap it in cocoon.js in future). The game has levels that are unlocked through in-app purchases. For each level, I plan to load the assets (images/sounds etc) through RESTful calls ,for example: https://xyz.com/game/level1/resource/1.jpg At the server level, for each REST call I will check whether the user has access privileges to the asset (ie has the user purchased the level) before serving the asset. Here is my question: Once the user has 'downloaded' a level's assets (using the technique described above) to his/her phone, I w
  5. Hi guys, Quick question: Is there a way to know when the PIXI.AssetLoader class has failed to load a texture? I'm writing a preloader that reports missing assets and just by looking at the AssetLoader source, I can't find a way to react to errors. Thanks!
  6. Hi, I'm having trouble getting to the JSON data exported from a tile based map editing program I would like to use. I would like to know how to access the JSON data that is loaded by asset loader, as this loads the JSON for use as a texture atlas. However the same JSON contains an array with which tiles should go where. I would like to read this but I can't work out how. If I try to load the same JSON again with the PIXI.JsonLoader class it seems to load out of order, not finishing until after the first main update is called causing bad things to happen as the level isn't loaded yet. Is
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