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Assets ​

bare.asset loads and holds textures, atlases and animations. Usually you don't need it: GameObjects load their images by name, and animations load their frames when they first play. See the Assets guide for where to put files.

ts
await bare.asset.LoadTexture('backgrounds/sky');   // public/images/backgrounds/sky.webp
const sky = bare.asset.GetTexture('backgrounds/sky');

Textures ​

Texture names are paths relative to public/images/, without the extension. Images from the texture atlas and public/initial/ are already loaded when the game starts.

MethodDescription
LoadTexture(name)Load a .webp from public/images/. Resolves with the texture; already loaded or loading textures aren't fetched twice. A failed load resolves with a red placeholder pixel.
LoadTextureBatch(names)Load several textures in parallel.
GetTexture(name) / HasTexture(name)A loaded texture, or whether it's loaded.
AddTexture(name, texture)Register a texture you made, for example a RenderTexture, so it can be used by name.
RemoveTexture(name)Forget a texture.

Atlases ​

MethodDescription
LoadAtlas(path)Load <path>.json and <path>.webp from public/images/ and add every image in it by name.

The atlas built from texturePackImages/ is loaded automatically.

Animations ​

MethodDescription
AddAnimation(name, frames, framesPerSecond = 8, loop = true, removeOnComplete = false)Define an animation in code, like an entry in settingsData.json's animations.
GetAnimation(name)The animation's data, or undefined.

See Animations for defining and playing them.

Bare Engine is open source under the MIT license.