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
endYou 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 invokesfinishCallbackwith no parameters. Every time it loads a new resource, it invokesloadedCallback.finishedCallbackadmits no parameters, andloadedCallback's signature isfunction(kind, holder, key).kindis a string ("image", "source" or "stream"). NeitherloadedCallbackorfinishedCallbackare mandatory.loader.loadedCountinteger returning the number of resources loaded. Whenloader.startgets invoked, it's 0.loader.resourceCountinteger containing the total number of resources to be loaded. It can be used in conjunction withloader.loadedCountto 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.