# texture and assets
# ZKAssets
TIP
ZKAssets is a unified material loading management class.
CODE:
Altas fire = await ZKAssets.loadAltas(
key: "fire",
json: "assets/a.json",
image: "assets/fire.png"
);
ImgTexture ball = await ZKAssets.loadImage(
key: "ball",
image: "assets/ball.png"
);
SpriteSheet hum = await ZKAssets.loadImage(
key: "hum",
image: "assets/hum.png",
width: 32,
height: 32
);
/// preload Assets
Map<String,dynamic> urls = {
"dot": "dot.png",
"json": "data.json",
"cloud": "cloud.png",
"enemy": {"json": "altas1.json", "image": "altas1.png" },
"jump": {"image": "jumpsheet.png", "width": 32, "height": 32 },
};
ZKAssets.preload(
urls: urls,
baseUrl: "assets/",
onLoad: (){
...
}
);
# Static Properties
Name | Type | Defaults | Description |
---|---|---|---|
baseUrl | String | "" | a public base url for easy filling |
memCache | CacheMap | CacheMap() | a memory container |
parallel | int | 8 | Number of concurrent downloads |
scale | double | 0 | loading progress |
# Static Methods
#
dynamic getAsset(String key)
- Get resources from the memory container by key.
#
void dispose()
- Free memory resources.
#
String getType(dynamic texture)
- Judge and return the resource type.
#
Future<ByteData> loadByte(String path) async
- base loadByte func.
#
Future<String> loadString(String path) async
- base loadString func.
#
Future<ui.Image> loadAssetImage(String path) async
- base loadImage func from asets.
#
Future<Map<String, dynamic>> loadJson
- base loadJson func.
#
Future<Atlas> loadAltas({@required String json, String key, String image, String baseUrl, bool cache = true}) async
- Load sprite atlas function.
#
Future<SpriteSheet> loadSpriteSheet({String key, @required Size size, String image, String baseUrl, bool cache = true}) async
- Load sprite sheet function.
#
Future<ImgTexture> loadImage({dynamic path, dynamic image,String baseUrl,String key,Function onLoad,Function onError,bool cache = true}
- Load ImgTexture function.
#
void preload({List<String> urls, String baseUrl, Function onLoad, Function onError})
- Assets preload function, you can load some images or json.
# Atlas
TIP
Sprite atlas class, You can make it with the following tools.
# Constructor
#
Atlas(Map<String, dynamic> json, [Image image])
- Atlas inherits from BaseTexture.
# Properties
Name | Type | Defaults | Description |
---|---|---|---|
type | String | Atlas | The type of Texture. |
image | ui.Image | null | Original image of the assets. |
imageUrl | String | "" | The image url |
total | int | 0 | Total number of frames |
length | int | 0 | Total number of frames. [same as total] |
list | List<Frame> | [] | Frame combination |
size | Size | null | Display area |
# Methods
# SpriteSheet
TIP
Sprite sheet class.
# Constructor
#
SpriteSheet(Image image, Size frameSize)
- SpriteSheet inherits from BaseTexture.
# Properties
Name | Type | Defaults | Description |
---|---|---|---|
type | String | spritesheet | The type of Texture. |
image | ui.Image | null | Original image of the assets. |
total | int | 0 | Total number of frames |
length | int | 0 | Total number of frames. [same as total] |
list | List<Frame> | [] | Frame combination |
size | Size | null | Display area |
# Methods
# ImgTexture
TIP
Image Texture Class.
# Constructor
#
ImgTexture(Image image)
- ImgTexture inherits from BaseTexture.
# Properties
Name | Type | Defaults | Description |
---|---|---|---|
type | String | spritesheet | The type of Texture. |
image | ui.Image | null | Original image of the assets. |
total | int | 0 | Total number of frames |
length | int | 0 | Total number of frames. [same as total] |
list | List<Frame> | [] | Frame combination |
size | Size | null | Display area |