An assets loader that loads everything. Say you have some third party libraries with their own loader modules, you can pipe the loading progress into energize's loading pipeline. It also does basic loading for image
, json
, jsonp
, text
, video
and audio
.
Add several assets to the loader and get the percent of the batch loading.
// assuming you are using CommonJS
var energize = require('energize');
// load the asset with a certain type
energize.add('1.jpg', {type: 'image'});
// or let it guess the type by the url extension
energize.add('2.jpg');
// you can also define the weight of the asset which is 1 by default
energize.add('3.jpg', {weight: 2});
energize.start(function(percent) {
// assuming the files are loaded in the same order as above
// it will be logged as 0.25, 0.5, 1.0
console.log(percent);
if (percent === 1) {
init();
// the listender was removed at this point and it
// will not have any stacked async issues so you can
// load something else again.
energize.add(...);
energize.start(...);
}
});
You can add an onLoad callback to an individual asset.
energize.add('data.json', {
onLoad: function(data) {
console.log(data);
}
});
energize.add('img.jpg');
energize.start(...);
For all features that work with batch loading, it works with individual asset loading as well. Basically all you need is to change the add()
into load()
energize.load('data.json', {
onLoad: function(data) {
console.log(data);
}
});
Sometimes when you add the loading query to the batch loader, you want to have access to the asset instance immediately. This feature only works with asset type: image
, video
and audio
var img = energize.add('img.jpg').content;
energize.start(...);
energize.load('mesh.json', {
type: 'any',
loadFunc: function(url, cb) {
var loader = new THREE.JSONLoader();
loader.load(url, function(geometry, material) {
var mesh = new THREE.Mesh(geometry, material);
// tell energize the item is loaded and store
// the mesh instead as content
cb(mesh);
});
}
});
Normally after an item is loaded, the content will be stored and if you fetch the same url, it will not download the content again. But you can set noCache
to true in the item config and bypass this feature. It will remove the reference after the file is loaded.
energize.load('img.jpg', {
noCache: true
});
You can also add a listener to the individual asset. This feature only works with asset types json,
textand
any`.
energize.add('data.json', {
type: 'json',
weight: 5,
hasLoading: true,
onLoading: function(percent) {
console.log(percent);
}
});
This following example is to show you when you are using any
asset type, you can do whatever you want.
energize.add('a_fake_loader', {
type: 'any',
weight: 50,
hasLoading: true,
onLoading: function(percent) {
console.log('loading: ' + ~~(percent * 100) + '%');
},
onLoad: function(content) {
// some content here
console.log('loaded: ' + content);
},
loadFunc: function(url, cb, loadingSignal) {
var count = 0;
var interval = setInterval(function() {
count++;
loadingSignal.dispatch(count / 10);
if (count == 10) {
clearInterval(interval);
cb('some content here');
}
}, 100);
}
});
energize.addChunk(['1.jpg', '2.jpg', '3.jpg'], 'image');
// let energize guess the types
energize.addChunk(['1.jpg', '2.jpg', '3.jpg']);
It adds all images through the image tag and background images.
energize.addChunk(document.body.querySelectorAll('*'));
For some reason if you want to have 2 loaders, you can create a new one like this:
var energize = require('energize');
var batchLoader = energize.create();
batcherLoader.add(...);
var energize = require('energize');
// set everything to be cross-origin within a domain
energize.setCrossOrigin('http:///mydomain/', 'anonymous')
// set cross-origin for individual load item
energize.add('http://anotherdomain/image.jpg,', {
crossOrigin: 'anonymous'
})
Download the standalone version HERE
npm install energize.js