This is an utility lib for LÖVE that loads resources (images, sounds) from the hard disk on a separate thread.
This allows for "doing stuff" while resources are being loaded; for example, playing an animation. The fact that the blocking calls happen in a separate thread ensures that the animation is fluid, without blocking calls dropping the framerate.
Version 2.0.0 of this lib only works with LÖVE 0.9.x. If you need to work with LÖVE 0.8 or before, please use earlier versions of this lib.
This repository is maintained by Tanner Rogalsky (https://github.com/TannerRogalsky).
local loader = require 'love-loader'
local images = {}
local sounds = {}
local finishedLoading = false
function love.load()
loader.newImage( images, 'rabbit', 'path/to/rabbit.png')
loader.newSource( sounds, 'iiiik', 'path/to/iiik.ogg', 'static')
loader.newSource( sounds, 'music', 'path/to/music.ogg', 'stream')
loader.start(function()
finishedLoading = true
end)
end
function love.update(dt)
if not finishedLoading then
loader.update() -- You must do this on each iteration until all resources are loaded
end
end
function love.draw()
if finishedLoading then
-- media contains the images and sounds. You can use them here safely now.
love.graphics.draw(images.rabbit, 100, 200)
else -- not finishedLoading
local percent = 0
if loader.resourceCount ~= 0 then percent = loader.loadedCount / loader.resourceCount end
love.graphics.print(("Loading .. %d%%"):format(percent*100), 100, 100)
end
end
You can also see a working demo in the demo branch of this repo.
loader.newImage(holder, key, path)
. Adds a new image to the list
of images to load.loader.newSource(holder, key, path, sourceType)
. Adds a new source
to the list of sources to load.loader.newFont(holder, key, path)
. Adds a new font to the list of
fonts to load.loader.start(finishCallback, loadedCallback)
. Starts doing the
loading on a separate thread. When it finishes, it invokes
finishCallback
with no parameters. Every time it loads a new
resource, it invokes loadedCallback
. finishedCallback
admits no
parameters, and loadedCallback
's signature is
function(kind, holder, key)
. kind
is a string ("image", "source"
or "stream"). Neither loadedCallback
or finishedCallback
are
mandatory.loader.loadedCount
integer returning the number of resources
loaded. When loader.start
gets invoked, it's 0.loader.resourceCount
integer containing the total number of
resources to be loaded. It can be used in conjunction with
loader.loadedCount
to show progressbars etc.Just copy the love-loader.lua file somewhere in your projects (maybe inside a /lib/ folder) and require it accordingly.
Remember to store the value returned by require somewhere! (I suggest a
local variable named loader
or love.loader
)
local loader = require 'love-loader'
The second step is making sure that your "game loop" calls
loader.update
, at least while there are resources to load.
This library is distributed under the MIT License.
I took a lot of inspiration from Michael Enger's Stealth2D project. I learned the basic internals of threads from his loading state code.
https://github.com/michaelenger/Stealth2D
Tanner Rogalsky (https://github.com/TannerRogalsky) ported the library to LÖVE 0.9.0.