Optionalonload: Functionfunction to be called when the asset is loaded
Optionalonerror: Functionfunction to be called in case of error
with onload/onerror provided, the amount
of corresponding resource to be preloaded (the legacy callback form). With
both omitted, a Promise that resolves once the asset has loaded, so you
can await loader.load(asset) for a one-off dynamic load.
// load an image asset (callback form)
me.loader.load({name: "avatar", type:"image", src: "data/avatar.png"}, () => this.onload(), () => this.onerror());
// ...or await a single dynamic asset (no callbacks)
await me.loader.load({name: "avatar", type: "image", src: "data/avatar.png"});
// load a compressed texture with fallback chain
me.loader.load({name: "terrain", type:"image", src: ["data/gfx/terrain.astc.ktx", "data/gfx/terrain.dds", "data/gfx/terrain.png"]}, () => this.onload());
// load a base64 image asset
me.loader.load({name: "avatar", type:"image", src: "data:image/png;base64,iVBORw0KAAAQAAAAEACA..."};
// load a base64 video asset
me.loader.load({
name: "avatar",
type:"video",
src: "data:video/mp4;base64,AAAAIGZ0eXBpc29tAAACAGlzb21pc28yYXZjMW1wNDEAAAAIZnJlZ.."
};
// start loading music
me.loader.load({
name : "bgmusic",
type : "audio",
src : "data/audio/"
}, function () {
me.audio.play("bgmusic");
});
Load a single asset (to be used if you need to load additional asset(s) during the game)