如何在Flash CC HTML5 Canvas中控制资源加载?所以1 spritesheet首先加载并播放,然后下一个可以加载?
答案 0 :(得分:0)
使用CreateJS cdn中的PreloadJS
var imagesReady = false;
// Here are your assets in a nice manifest
var preloadJSmanifest = [{
src: "1.png",
id: "1headline"
}, {
src: "2.png",
id: "2"
}, {
src: "3.png",
id: "3"
}, {
src: "4.png",
id: "4cta"
}, {
src: "5.png",
id: "5"
}, {
src: "6.png",
id: "6"
}, {
src: "7.png",
id: "7thingname"
}];
function doPreloadGrfx() {
// create preload
queue = new createjs.LoadQueue(true);
queue.on("progress", handleProgress);
queue.on("complete", handleComplete);
queue.on("fileload", handleFileLoad);
queue.loadManifest(preloadJSmanifest, true, "assets/");
}
function handleFileLoad(event) {
var image = event.result;
var w = image.width;
var h = image.height;
}
function handleComplete(event) {
imagesReady = true;
checkAllAssetsLoaded();
}
function checkAllAssetsLoaded() {
if (imagesReady) {
console.log("imagesReady");
drawGraphicsNextThing();
}
}