Defined in Module impact.loader, inherits from ig.Class


// Subclass the default loader
MyLoader = ig.Loader.extend({

	draw: function() {
		// Add your drawing code here

		// This one clears the screen and draws the 
		// percentage loaded as text
		var w = ig.system.realWidth;
		var h = ig.system.realHeight;
		ig.system.context.fillStyle = '#000000';
		ig.system.context.fillRect( 0, 0, w, h );

		var percentage = (this.status * 100).round() + '%';
		ig.system.context.fillStyle = '#ffffff';
		ig.system.context.fillText( percentage, w/2,  h/2 );

// Call ig.main() with your custom Loader class
ig.main('#canvas', MyGame, 60, 320, 240, 2, MyLoader);


ig.Loader is the default preloader for all images and sounds that the game needs. It shows a white progress bar on a black background.

You can subclass ig.Loader to provide your own drawing code or do some additional processing.

Note that, while the canvas and its drawing context are available when the preloader is executed, you can&039;t use any #ig.Image or ig.Sound resources yet.


new ig.Loader( gameClass, resources )

Note that an instance of a Loader class is usually created by ig.main().



true when everything has been loaded, false otherwise.


The ig.Game class to start, handed to this instance through the constructor.


The array of resources to load, handed to this instance through the constructor.


Fraction of the resources loaded. E.g. if 10 of 20 resources have been loaded, the .status is 0.5. This only counts the number of resources, not their size.



Called 60 times per second during load to update the progress bar.


Called when all resources have finished loading. This usually calls ig.system.setGame() with the loaders .gameClass.


Initiates loading of all the resources. Usually called by ig.main().

.loadResource( res )

Initiate loading of one of the resources from the .resources array. res must be an instance of an object that has a .load() method, such as ig.Image and ig.Sound.