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jsge

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Javascript Game Engine

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The Assets Manager is an [external module]{@link https://github.com/ALapinskas/assetsm} It is used to load and hold game assets such as tilmaps(.tmg files), images and audio. To attach data use in the [GameStage.register()]{@tutorial stages_lifecycle}: ``` register() { stage.iLoader.addAudio(key, url) stage.iLoader.addImage(key, url) stage.iLoader.addTileMap(key, url) } ``` then call ``` app.preloadAllData() ``` after [preloadAllData()]{@link System#preloadAllData} promise is resolved, the data will be available during the [GameStage.init() and GameStage.start() stages]{@tutorial stages_lifecycle} ``` start() { const audio = stage.iLoader.getAudio(key) const image = stage.iLoader.getImage(key) const tilemap = stage.iLoader.getTileMap(key) ... } ``` *\*be careful with loading tilemaps and attached tilesets and images, everything should be in the same folder or subfolder.* Alternatively, you can manage tileset loading separately by passing `false` as the third parameter to `addTileMap`, and then adding `addTileSet()` calls: ``` stage.iLoader.addTileMap(key, url, false); stage.iLoader.addTileSet(key, url, gui1); stage.iLoader.addTileSet(key, url, gui2); ``` *It is better to register added audio files in the AudioInterface. See {@tutorial how_to_add_and_use_audio} ### AtlasXML Starting from jsge@1.3.0, iLoader supports AtlasXML files: ``` register() { stage.iLoader.addAtlasXML(key, url); } start() { // part of xml: <SubTexture name="tankBody_blue.png" x="257" y="42" width="38" height="38"/> stage.draw.image(100, 300, 38, 38, "tankBody_blue"); } ```