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melonjs-loading-assets

Load and manage game assets in melonJS, from images and audio to Tiled maps, fonts, and shaders. Learn the resource descriptors, preload flow, progress events, asset retrieval and cleanup, plus base URLs and cross-origin or authenticated requests.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

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Use this skill for loading and managing game assets in melonJS — the resource descriptor format, the full asset type list, preload versus load, retrieving loaded assets, base URLs and cross-origin settings, and the loading screen. Triggers on: loader, loader.preload, loader.load, resources, getImage, getJSON, getTMX, getGLTF, getVideo, getFont, setBaseURL, setOptions, crossOrigin, withCredentials, credentials, cookies, authenticated assets, CORS, asset, preload, LOADER_COMPLETE, loading screen, unload, setParser, custom asset type, generated texture, procedural texture.

melonjs/melonJS스타 6,429(GitHub 6,429 + cccskills 0)

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설치 방법 보기

이럴 때 유용합니다

  • Building a preload manifest for game assets
  • Tracking loading progress and completion events
  • Loading remote or authenticated assets
  • Registering custom asset types for generated content
  • Freeing assets when switching between large levels

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  • SKILL.md19.4 KB

SKILL.md(원문)

설치하기 전에 에이전트에게 전달되는 지시 내용을 확인할 수 있습니다.

Loading assets

The resource descriptor

Every asset is { name, type, src } plus type-specific extras:

import { loader } from "melonjs";

loader.setOptions({ crossOrigin: "anonymous" });   // needed for remote assets

await loader.preload([
    { name: "tiles",   type: "image",    src: "data/img/tiles.png" },
    { name: "map1",    type: "tmx",      src: "data/map/map1.tmx" },
    { name: "tileset", type: "tsx",      src: "data/map/tileset.tsx" },
    { name: "sfx",     type: "audio",    src: "data/sfx/" },
    { name: "font",    type: "fontface", src: "data/font/PressStart2P.ttf" },
    { name: "atlas",   type: "json",     src: "data/img/atlas.json" },
]);

preload() has been awaitable since 19.8. The callback form still works and takes a third argument to suppress the built-in loading screen:

loader.preload(resources, onLoaded, /* switchToLoadState */ false);

The type list

The type strings are melonJS-specific — this is not a generic loader:

typefor
"image"textures, sprite sheets, normal maps
"json"data, texture-atlas descriptors, collision shapes from a shape editor
"tmx" / "tsx"Tiled maps and external tilesets
"audio"sound — src is a directory, see below
"video"video textures
"binary"raw data, bitmap font .fnt descriptors
"fontface"web fonts (.ttf, .woff)
"aseprite"Aseprite JSON + image
"shader"GLSL/WGSL shader sources — src or inline via data
"obj" / "mtl"Wavefront models and materials
"gltf" / "glb"glTF scenes
"js"scripts
any type you registeryour own formats, and things you generate rather than download — see Custom asset types

What belongs in the manifest — and what cannot

Preloading is not only for things with a URL. Three tiers, and the middle one is the one people miss.

After preloading, switch to a stage of your own. preload() puts you in state.LOADING, and that stage is transitional: build your scene in the callback and stay there, and nothing ever destroys it, so the built-in loading screen's logo and progress bar remain on top of your game. See melonjs-scenes-and-state.

1. Assets with a source. Everything in the type table above. Note "shader" takes inline source as well as a src, via the data field:

import { myRamp } from "./myRamp";   // a GLSL fragment body, in your own module

loader.preload([
    { name: "ramp", type: "shader", data: myRamp },
]);
const fx = loader.getShader("ramp");   // shared, already compiled

This matters more than it looks. A ShaderEffect compiles its program in its constructor, and compileProgram calls getProgramParameter(LINK_STATUS) immediately after linkProgram — a blocking call that forces the driver to finish. So building one during a scene costs that link on the frame it appears, and building three identical ones costs it three times. Preloaded as an asset it is compiled at load time, behind the loading screen, and the loader hands out a shared instance (effect.shared === true), which is what stops one renderable's teardown freeing it out from under the others. clone() does NOT help here — it constructs a new effect, and therefore links a new program.

2. Derived assets — build once, before the first stage. Canvases you bake, NoiseTexture2d, TextureAtlas: none of the built-in types describes these, and they must not be rebuilt per scene either. The renderer's texture cache is keyed by the image object, so a freshly baked canvas is a brand new GPU texture with a new mip chain — rebuild one per stage and a title → play → game-over cycle uploads four copies of the same pixels. Build each once and share it from a module the scenes read from, the way the platformer example builds its TextureAtlas.

Where you build it depends on what it costs. A gradient or a palette strip is well under a millisecond: build it after preload resolves. A bake that takes real time — procedural noise is the usual one: Earth Defender's sky, two fractal simplex fields over a 512² tile, takes about 200ms on a desktop — belongs inside the preload as an asset type of your own (Custom asset types). It then runs behind the loading screen and counts on the progress bar. Built on stage entry instead, it lands on the frame the scene is assembled, and with a transition running that frame is a black screen.

3. The engine's own shader programs — warmed for you, since 20.6. The mesh batcher compiles a program per feature combination (instance colours, instance data, fog — fog joins the key), lazily, on the first draw that needs it. prewarm builds them during preload() instead, behind the loading screen:

const app = new Application(1280, 720, {
    // on by default since 20.6 — named here only to show where it lives
    prewarm: true,
});

You do not call this yourself. preload() calls renderer.prewarm() once the assets are in and before LOADER_COMPLETE fires, so it happens while the progress bar is still up. Every preload() warms, not just the first, so a per-level preload warms whatever that level brought with it.

The one precondition for this part: a game that never calls loader.preload() does not get it. If you load assets another way, call await app.renderer.prewarm() yourself. On WebGL that links the mesh batchers' variants, for the unlit tier and the lit one that inherits from it; on WebGPU it compiles the WGSL module of every shader the loader holds, and the mip-chain blitter when textures are filtered.

4. Everything that depends on the renderable — warmed as you build, since 20.10. The rest cannot be done at preload, because it depends on what draws: on WebGPU a pipeline is keyed by blend mode, culling, transparency and the format of the target as well as by shader, and that compile is the expensive part (tens of milliseconds, up to 140ms measured, per effect). So, behind the same prewarm setting, the engine warms a renderable when it gains an effect (addPostEffect, or assigning shader) and when it is added to the world: its effect pipelines, its own draw, the render targets its chain composites through, the advanced-blend shader if it uses one. Inline effects are covered too; on WebGL that means linking a mesh-hosted effect's spliced program.

That work starts after your code has run and finishes off the frame, so it needs at least a frame between setting a renderable up and drawing it. The pattern that gets it for free is the one you want anyway: build pools (and attach their effects) when the stage starts, then show and hide them during play. Something created and drawn in the same frame still compiles on that frame.

Cost to a game that uses none of it is about 60ms of preload on a desktop GPU. Set it to false only for a target where linking is slow enough that the preload itself would suffer.

What it does not do. It makes the shaders ready earlier. It does not remove the hitch on a scene's first frame, because most of that frame is first-submit work — texture residency, buffer uploads, the driver specializing against real bindings — which compiling a program does not touch. For that, the lever is still to draw the scene once while the loading screen is up and then throw it away; the warmed GPU state stays behind.

await loader.preload(resources);
buildScene(app);                       // same geometry the level uses
await twoFrames();                     // event.GAME_AFTER_DRAW
removeOnlyWhatYouAdded(app);           // keep the programs, drop the scene
state.change(state.PLAY);

It borrows the LOADING stage's world, and that has three teeth, all learned the hard way:

  • Never tear down with app.world.reset(). It clears every child of that world, the loading screen's own included, and the screen goes blank for the rest of the load. Snapshot app.world.children first and remove only what you added.
  • Restore anything the warm-up changes that the loading screen shows — the renderer's backgroundColor above all, or the warm-up flashes its own empty first frame.
  • Under a Camera3d it will hide the built-in loading screen, and there is no clean way around it — see below.

DefaultLoadingScreen lives in the WORLD, not on the screen

The built-in loading screen is written for a Camera2d. Its progress bar and logo are added together, once the logo is decoded (a frame or so after the screen comes up), with app.world.addChild(bar, 1) / addChild(logo, 2), and are floating === false — ordinary world-space renderables. They read as an overlay only because that stage's world is otherwise empty.

So with cameraClass: Camera3d, anything you add to that world is in the scene with them, and a 3D scene simply swallows them: the depth buffer puts terrain in front of a bar sitting at z = 1. What does NOT rescue it, all tried:

  • Raising their z — for a mesh on the Camera3d path pos.z IS world depth, so the scene's own z values are geometry, not layering, and the bar still loses to the depth test.
  • moveToTop() — it early-returns for a child already at index 0, which the loading screen's children usually are, having been added before anything else. It silently does nothing.
  • Flipping them to floating = true for the duration — the scene still covers them.

If you want a warm-up (or any 3D behind a loading screen), write your own loading stage and draw its progress UI as floating renderables over the scene. That is also the nicer result: the player watches the level assemble instead of a logo. Budget it as real work, not a one-liner — and weigh it against what the warm-up actually saves.

One more limit: a warm-up only covers the combinations it actually draws. Renderables the real level has and the warm-up does not will still link on entry.

Two conventions that produce 404s

Audio src is a directory. The loader appends the asset name plus each format from audio.init(), and picks the first that decodes:

audio.init("mp3,ogg");                                  // before preloading audio
{ name: "cling", type: "audio", src: "data/sfx/" }      // → data/sfx/cling.mp3

A full filename here gives you a 404. And audio.init() must run before any audio asset is preloaded.

A Tiled map needs its dependencies listed too — the .tmx, any external .tsx, and the tileset images. Listing only the map produces a blank level.

Retrieving loaded assets

loader.getImage("tiles");
loader.getJSON("atlas");
loader.getTMX("map1");
loader.getGLTF("diorama");
loader.getVideo("intro");
loader.getFont("font");
loader.getBinary("font-fnt");

Most engine classes take the asset name directly, so you often do not need these — new Sprite(x, y, { image: "tiles" }) resolves it for you.

Custom asset types

loader.setParser(type, parserFn) teaches the loader a type of its own. An entry of that type then sits in the preload list like any other: it is one step of the progress bar, and preload() waits for it before LOADER_COMPLETE. Use it for a file format melonJS does not know, and for anything you generate that takes long enough to matter.

import { loader, Sprite } from "melonjs";

const skies = new Map();

// once, before preloading: registering a type twice logs a warning
loader.setParser("sky", (asset, onload, onerror) => {
    bakeSky(asset.name)                 // your generator, returning a Promise
        .then((canvas) => {
            skies.set(asset.name, canvas);
            onload();                   // takes no value, see below
        }, onerror);
    return 1;                           // one asset, settling later
});

await loader.preload([
    { name: "nebula", type: "sky" },    // no src: nothing to download
    // ...the rest of the manifest
]);

// in the stage, later: already baked
const backdrop = new Sprite(0, 0, { image: skies.get("nebula") });

The contract:

  • Call onload() or onerror(error), exactly once, now or later. Return 1 when you will, 0 when there is nothing to load (the loader then moves on without waiting).
  • The loader keeps nothing for a type it does not know. onload takes no value, and loader.getImage and friends will not find your result. Keep it yourself, keyed by asset.name, and read it from there.
  • name and type are a complete entry. src is only for a type that fetches something. data is typed for the built-in uses (a string, or a {glsl, wgsl} pair), so for a generator's settings, keep a table in your own module keyed by name and let the entry carry only the name. That also keeps the preload and the stages from disagreeing on a seed.
  • Base URLs: a src is prefixed only by setBaseURL(yourType, …). The "*" wildcard does not cover custom types.
  • Do not hold the main thread for the whole bake. A parser runs alongside the downloads, and a 200ms synchronous loop freezes the loading screen and stalls every other asset's progress for that long. Bake in slices of a few milliseconds and yield between them, with setTimeout, not requestAnimationFrame, which stops in a background tab and would hold the whole preload with it. Skip the yield while the tab is hidden: a background tab runs timers about once a second, which turns a bake of 25 slices into 25 seconds, and there is no loading screen on show to keep smooth:
const bakeSky = async (name) => {
    const { size, seed } = SKIES[name];         // your recipe table
    const tile = startTile(size, seed);         // set up the canvas and the noise
    for (let y = 0; y < size; ) {
        const start = performance.now();
        while (y < size && performance.now() - start < 8) {
            tile.fillRow(y++);
        }
        if (!document.hidden) {
            await new Promise((resolve) => setTimeout(resolve, 0));
        }
    }
    return tile.finish();
};

The Earth Defender example does exactly this for its two nebula skies (fx/nebula.ts): a "nebula" type, two name-only entries in its manifest, and stages that ask for a sky by name and find it baked.

Base URLs

Set a prefix per asset type rather than repeating it:

loader.setBaseURL("image", "data/img/");
loader.setBaseURL("audio", "data/sfx/");
loader.setBaseURL("*", "https://cdn.example.com/");   // every 2D type at once

The "*" wildcard deliberately skips obj, mtl, gltf and glb: those resolve their own internal references (a map_Kd texture, a glTF .bin) relative to their file, so a global prefix would double-prefix them. Set those types individually.

Progress and completion

Use the events. The old callback properties (loader.onload, onProgress, onError) were deprecated in 18.2 and removed in 20.3 — being let bindings on an ES module namespace they could never be assigned from outside in the first place, so loader.onProgress = fn always threw a TypeError:

import { event } from "melonjs";

event.on(event.LOADER_PROGRESS, (progress) => { /* 0..1 */ });
event.on(event.LOADER_COMPLETE, () => { /* … */ });
event.on(event.LOADER_ERROR, (res) => { /* … */ });

Unloading

loader.unload({ name: "map1", type: "tmx" });
loader.unloadAll();

unloadAll() also releases audio and GPU resources such as shader programs, so it is the right teardown for switching between large levels.

Loading between scenes

The default loading screen appears automatically when preload switches state. For a custom one, register a Stage against state.LOADING:

state.set(state.LOADING, new MyLoadingScreen());

If you preload without a loading stage and then change state immediately, pass forceChange:

state.change(state.PLAY, true);

Cross-origin and authenticated assets

Two settings, both global and both applying to every asset type — there is no per-asset or per-type spelling to remember:

loader.setOptions({
    crossOrigin: "anonymous",   // CORS mode for remote assets
    withCredentials: true,      // send cookies / auth with the request
});

withCredentials is what an asset behind a session cookie or an Authorization-style login needs. Every fetched asset — image, json, binary, tmx, tsx, shader, gltf/glb, obj, mtl, aseprite, video — carries it, and so does buffered audio.

Set them through setOptions. loader.crossOrigin and loader.withCredentials are read-only module bindings; assigning to them throws, the same trap as the removed loader.onload / onProgress.

one streamed clip (stream: true / html5: true / preload: false) ignores withCredentialsit plays through an <audio> element, which needs a crossorigin attribute rather than fetch credentials. Preload it buffered if it is behind auth
credentials silently dropped for audio before 20.4the loader forwarded them under a pre-20.3 name the backend never read — a hung preload rather than an error

Symptom → cause

symptomcause
audio 404ssrc given as a file instead of a directory
audio fails, preload() rejects with "Failed loading resource"audio.init() not called before preloading — the real message is replaced by the loader's
blank level, missing tiles.tsx or tileset image not listed in the resources
cross-origin textures failmissing loader.setOptions({ crossOrigin: "anonymous" })
assets behind a login 401 / audio preload hangsmissing loader.setOptions({ withCredentials: true }) — one switch, all asset types
TypeError assigning loader.withCredentials / crossOriginread-only module bindings; use loader.setOptions({ … })
preload never finishes, blank screen, no errora failing sound with audio.setStopOnAudioError(false) before 20.4 — it disabled audio and failed the preload
text renders in a fallback fontweb font not preloaded as "fontface"
BitmapText renders nothingthe .fnt (as "binary") or its image is missing
TypeError assigning loader.onProgress / onloadremoved in 20.3; they were never writable — use the LOADER_* events
load : unknown or invalid resource typea custom type in the manifest before its loader.setParser call
black or frozen screen when a stage is first entered, the profile shows your own code (noise, a canvas bake)a costly derived asset built on stage entry — bake it inside the preload as a custom asset type
a custom asset preloads but the result is nowhere to be foundonload takes no value and the loader stores nothing for custom types — keep the result in your own module

Related skills

  • melonjs-getting-started — where preloading sits in the bootstrap
  • melonjs-tilemaps — the full Tiled asset set
  • melonjs-audio — formats and the directory convention

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같은 저장소의 스킬

melonjs

무료

Use this entry point to find the melonJS guide for a game development task, from application setup and scenes to sprites, input, physics, audio, and 3D. It also points to companion packages and the API index when the guides do not cover a need.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Choose a guide for a melonJS game task
  • Find the right setup steps for a new game
  • Locate guidance for a 3D scene or imported model
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Update older melonJS code for version 20.x. Review the asynchronous Application setup, renderer changes, post-effect API, and deprecated exports so you can identify outdated patterns when migrating or debugging expected APIs.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Migrating a game from melonJS 19.x
  • Checking why an older API is missing
  • Replacing deprecated shader assignments
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Build 3D or 2.5D scenes in melonJS with cameras, meshes, billboards, lights, shadows, and depth sorting. This guide explains the engine’s Y-down and +Z-forward coordinates, camera setup, transparency, and fog, and identifies features that require a GPU renderer instead of the Canvas fallback.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Setting up a Camera3d for a game stage
  • Placing meshes, billboards, or repeated instances
  • Fixing depth order or transparency in a 3D scene
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Load glTF, GLB, or OBJ/MTL assets into melonJS and understand how their materials, lights, animations, shadows, and instances are handled. The guide explains loader options and common format limitations so you can configure scenes and diagnose missing or incorrectly rendered asset features.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Loading a glTF or GLB scene into a melonJS level
  • Adding a static OBJ model with its MTL material
  • Checking why imported materials or lights look different
melonjs/melonJS6.4천2026년 10월 29일 업데이트

Manage sound in melonJS games: load audio, play effects and looping background tracks, control volume, and place sounds in the game world. It also covers generated tones and noise, whole-mix effects, and common causes of silent playback.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Loading sound files and choosing supported audio formats
  • Playing sound effects and looping background music
  • Positioning sounds around a player or game object
melonjs/melonJS6.4천2026년 10월 29일 업데이트

Use this skill to control melonJS cameras and draw shapes, lines, and gradients. It covers target following, camera bounds and effects, coordinate conversion, clipping, rendering into a canvas target, and reading rendered pixels for images or data.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Making a camera follow a player within world bounds
  • Converting pointer or 3D positions to screen coordinates
  • Drawing shapes or gradients in a custom draw method
melonjs/melonJS6.4천2026년 10월 29일 업데이트

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