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AtlasManager loads atlas files with pixi loader, using the "atlas" resources registered in the game resources and process them to Pixi TextureAtlas.

Contrary to audio/fonts, text files are loaded asynchronously, when requested. You should properly handle errors, and give the developer/player a way to know that loading failed.

Hierarchy

  • SpineAtlasManager

Implements

Index

Constructors

Methods

  • dispose(): void
  • getAtlasTexture(resourceName: string): null | TextureAtlas
  • Get the Pixi TextureAtlas for the given resource that is already loaded (preloaded or loaded with load). If the resource is not loaded, null will be returned.

    Parameters

    • resourceName: string

      The name of the atlas resource.

    Returns null | TextureAtlas

    the TextureAtlas of the atlas if loaded, null otherwise.

  • getOrLoad(resourceName: string): Promise<TextureAtlas>
  • getResourceKinds(): ResourceKind[]
  • isLoaded(resourceName: string): boolean
  • Check if the given atlas resource was loaded (preloaded or loaded with load).

    Parameters

    • resourceName: string

      The name of the atlas resource.

    Returns boolean

    true if the content of the atlas resource is loaded, false otherwise.

  • loadResource(resourceName: string): Promise<void>
  • processResource(resourceName: string): Promise<void>

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