I read another topics on this theme, but i could not fin what i want
I wish customize loading of assets on canvas
But how i try - i cant do that
My logic is :
App = function() {
this.load = function(){
//CREATE TEXT SPRITE AND OBJECT
//ADD TO TEXT OBJECT LISTENER ONUPDATE TO SET TEXT
//with wade.getLoadingPercentage ()
}
this.init = function(){
//set custom options
wade.app.real_loading_scene();
}
this.real_loading_scene = function(){
wade.loadImage
wade.loadsound
wade.loadanything
...
wade.app.gamebody();
}
this.gamebody=function(){
//main logic of game
}
}
I expect - a loading progrees - but txt obj appear with 100%!!! and dont change
If i use wade.preload[Something] i could not use getLoadingPercentage ()
But how calculate custombar when content is mixed? if it only be a images - it be very simple - push in array and etc
I dont know about stadies of initialization wade app. First - loading wade? then onDomload start App.init() - but why app.load start first? Whith stadies also started?
This seems very much limited developers
Earlyer i do this in phaser - there is preload mechanism:
game.state.add('Boot', BasicGame.Boot);
game.state.add('Preloader', BasicGame.Preloader);
and functions
this.preloadBar = this.add.sprite(300, 400, 'preloaderBar');
// This sets the preloadBar sprite as a loader sprite.
// What that does is automatically crop the sprite from 0 to full-width
// as the files below are loaded in.
this.load.setPreloadSprite(this.preloadBar);
But how it make in WADE i dont understand
Also i always see in console verbose
[.Offscreen-For-WebGL-00000077FB6B0E10]GL ERROR :GL_INVALID_ENUM : GetIntegerv: <- error from previous GL command
that is, I think, first, wade adds a canvas to the page and then using the settings in the app.init I make it 2D?
can do recursive setimeout to grab the values from the kernel wade, but this is wrong I think
I think that there should be a mechanism to use the load level percentage
thanks in advance