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:
| type | for |
|---|
"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 register | your 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 withCredentials | it 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 20.4 | the loader forwarded them under a pre-20.3 name the backend never read — a hung preload rather than an error |
Symptom → cause
| symptom | cause |
|---|
| audio 404s | src 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 fail | missing loader.setOptions({ crossOrigin: "anonymous" }) |
| assets behind a login 401 / audio preload hangs | missing loader.setOptions({ withCredentials: true }) — one switch, all asset types |
TypeError assigning loader.withCredentials / crossOrigin | read-only module bindings; use loader.setOptions({ … }) |
| preload never finishes, blank screen, no error | a failing sound with audio.setStopOnAudioError(false) before 20.4 — it disabled audio and failed the preload |
| text renders in a fallback font | web font not preloaded as "fontface" |
BitmapText renders nothing | the .fnt (as "binary") or its image is missing |
TypeError assigning loader.onProgress / onload | removed in 20.3; they were never writable — use the LOADER_* events |
load : unknown or invalid resource type | a 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 found | onload 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