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pixi.js / docs / files / src_pixi_loaders_AssetLoader.js.html
@Mat Groves Mat Groves on 2 Jul 2013 9 KB Docs updated Builds updated
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                        <h1 class="file-heading">File: src&#x2F;pixi&#x2F;loaders&#x2F;AssetLoader.js</h1>

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    <pre class="code prettyprint linenums">
&#x2F;**
 * @author Mat Groves http:&#x2F;&#x2F;matgroves.com&#x2F; @Doormat23
 *&#x2F;

&#x2F;**
 * A Class that loads a bunch of images &#x2F; sprite sheet &#x2F; bitmap font files. Once the assets have been loaded they are added to the PIXI Texture cache and can be accessed easily through PIXI.Texture.fromImage() and PIXI.Sprite.fromImage()
 * When all items have been loaded this class will dispatch a &quot;onLoaded&quot; event
 * As each individual item is loaded this class will dispatch a &quot;onProgress&quot; event
 * @class AssetLoader
 * @constructor
 * @extends EventTarget
 * @param {Array} assetURLs an array of image&#x2F;sprite sheet urls that you would like loaded supported. Supported image formats include &quot;jpeg&quot;, &quot;jpg&quot;, &quot;png&quot;, &quot;gif&quot;. Supported sprite sheet data formats only include &quot;JSON&quot; at this time. Supported bitmap font data formats include &quot;xml&quot; and &quot;fnt&quot;.
 *&#x2F;
PIXI.AssetLoader = function(assetURLs)
{
	PIXI.EventTarget.call(this);
	
	&#x2F;**
	 * The array of asset URLs that are going to be loaded
	 * @property assetURLs
	 * @type Array
	 *&#x2F;
	this.assetURLs = assetURLs;

	this.crossorigin = false;

    this.loadersByType = {
        &quot;jpg&quot;:  PIXI.ImageLoader,
        &quot;jpeg&quot;: PIXI.ImageLoader,
        &quot;png&quot;:  PIXI.ImageLoader,
        &quot;gif&quot;:  PIXI.ImageLoader,
        &quot;json&quot;: PIXI.JsonLoader,
        &quot;anim&quot;: PIXI.SpineLoader,
        &quot;xml&quot;:  PIXI.BitmapFontLoader,
        &quot;fnt&quot;:  PIXI.BitmapFontLoader
    };
    
    
};

&#x2F;**
Fired when an item has loaded
@event onProgress
**&#x2F;

&#x2F;**
Fired when all the assets have loaded
@event onComplete 
**&#x2F;

&#x2F;&#x2F; constructor
PIXI.AssetLoader.constructor = PIXI.AssetLoader;

&#x2F;**
 * This will begin loading the assets sequentially
 *&#x2F;
PIXI.AssetLoader.prototype.load = function()
{
    var scope = this;

	this.loadCount = this.assetURLs.length;

    for (var i=0; i &lt; this.assetURLs.length; i++)
	{
		var fileName = this.assetURLs[i];
		var fileType = fileName.split(&quot;.&quot;).pop().toLowerCase();

        var loaderClass = this.loadersByType[fileType];
        if(!loaderClass)
            throw new Error(fileType + &quot; is an unsupported file type&quot;);

        var loader = new loaderClass(fileName, this.crossorigin);

        loader.addEventListener(&quot;loaded&quot;, function()
        {
            scope.onAssetLoaded();
        });
        loader.load();
	}
};

&#x2F;**
 * Invoked after each file is loaded
 * @private
 *&#x2F;
PIXI.AssetLoader.prototype.onAssetLoaded = function()
{
    this.loadCount--;
	this.dispatchEvent({type: &quot;onProgress&quot;, content: this});
	if(this.onProgress) this.onProgress();
	
	if(this.loadCount == 0)
	{
		this.dispatchEvent({type: &quot;onComplete&quot;, content: this});
		if(this.onComplete) this.onComplete();
	}
};


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