Pixi.js: Preloading Assets
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- Опубликовано: 28 июн 2024
- Pixi.js: Preloading Assets
In this video, I look at using Pixi's preloader to load our sprites. I create a series of sprites and add them to the preloader and explain the events that happen when the preloader is launched. I also show how the developer tools can slow down the browser to simulate a slow connection to see how the preloader works in this situation. Наука
That purple is BLUE!
Good morning, how are you ? how do you make a video teaching how to assemble a selectable window in pixi 5.2.4 for rpg maker mz?
Hey, thanks for that. Just one question, it's possible to have more than one loader?, I mean...I load basic stuff like you did here but when user press a button the app loads another sprite or animated sprite depending on the button user had pressed
There is a Loader class so you can make as many instances as needed.
Hey how do you have intellisense autocomplete on your pixi?
How can I support/donate to your channel?
I'm getting an error of ' Uncaught TypeError: Cannot read property 'texture' of undefined '
check this that they are the same:
player = PIXI.Sprite.from(app.loader.resources.player.texture);
same, but when I log preloaded asset I get valid object that has property 'texture' which is not undefined. But when I try to log that objects texture on it's own I get undefined.
Also it tells me app.loader doesnt exist….
Are you using Pixi 7? if so, there are changes that have been made to the asset loader. I need to update these videos for Pixi 7... So, the method I have here only works for Pixi 5 and 6.
@@dowerchin Yeah please do since all my stuff has stopped working. I realize why now this old method doesn't function anymore. I haven't changed the code for over a year and it was working about 15 days ago now its not lol. so my guess is the loading process has changed.