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lite-asset-loader

npm version npm bundle size npm downloads npm total downloads TypeScript Zero Dependencies License: MIT

A production-grade asset loading manager with concurrency control, retry logic with exponential backoff, per-asset timeouts, and granular progress tracking.

Loads images, audio, video, fonts, JSON, scripts, CSS, blobs, and generic fetches — all through a single, chainable API with both Promise and EventEmitter interfaces.

Features

  • 9 asset types — images, audio, video, fonts, JSON, scripts, CSS, blobs, generic fetch
  • Concurrency control — configurable simultaneous load limit (default: 4)
  • Retry with exponential backoff — automatic retries with doubling delay
  • Per-asset timeout — configurable timeout prevents stuck loads
  • img.decode() off-thread — images are paint-ready when resolved (no first-paint stall)
  • FontFace API — fonts are registered and usable immediately
  • AbortControllerdestroy() cancels all in-flight fetches instantly
  • Dual interface — works as both a Promise and an EventEmitter
  • Chainable APIadd().add().addFont().start()
  • Progress tracking — loaded, total, failed, progress ratio, per-asset events
  • Asset retrievalget(url) returns the loaded object (Image, Audio, JSON, etc.)
  • Zero dependencies

Installation

npm install lite-asset-loader

Quick Start

import { AssetLoader } from 'lite-asset-loader';

const assets = new AssetLoader();

const results = await assets
    .addImage('/img/hero.webp')
    .addImage('/img/bg.jpg')
    .addAudio('/sfx/click.mp3')
    .addJSON('/data/config.json')
    .addFont('/fonts/cinzel.woff2', 'Cinzel')
    .start();

const heroImg = assets.get('/img/hero.webp');  // HTMLImageElement
const config  = assets.get('/data/config.json'); // parsed object

Usage with Progress Tracking

const assets = new AssetLoader({ concurrency: 6, retries: 3 });

assets.add('/img/a.webp');
assets.add('/img/b.webp');
assets.addFont('/fonts/cinzel.woff2', 'Cinzel');

assets.on('progress', (loaded, total) => {
    progressBar.style.width = `${(loaded / total) * 100}%`;
});

assets.on('error', (err, entry) => {
    console.warn(`Failed: ${entry.url}`, err.message);
});

assets.on('complete', () => {
    startGame();
});

assets.start();

Options

const assets = new AssetLoader({
    concurrency: 4,       // Max simultaneous loads (default: 4)
    retries: 2,           // Retry attempts per failed asset (default: 2)
    retryDelay: 1000,     // Base delay between retries in ms, doubles each retry (default: 1000)
    timeout: 30000,       // Per-asset timeout in ms, 0 to disable (default: 30000)
    crossOrigin: 'anonymous', // crossOrigin attribute for images/audio/video
});

API

Queue Methods

All queue methods are chainable and return this.

Method Description
.add(url, type?, meta?) Add an asset. Type auto-detected from extension.
.addBatch(items) Add multiple assets (strings or objects).
.addImage(url) Add an image.
.addAudio(url) Add audio (HTMLAudioElement).
.addVideo(url) Add video.
.addFont(url, family, descriptors?) Add a font (registered via FontFace API).
.addJSON(url) Add JSON (parsed automatically).
.addScript(url) Add a script (injected into <head>).
.addCSS(url) Add a stylesheet (injected into <head>).
.addBlob(url) Add a binary blob.

Control

Method Returns Description
.start() Promise<Map> Start loading. Resolves with Map of url → result.
.destroy() void Abort everything, cancel fetches, clear listeners.
.reset() this Reset for replay. Keeps queue, clears results.

Events

assets.on('progress', (loaded, total) => { });
assets.on('complete', () => { });
assets.on('error', (error, entry) => { });
assets.on('asset', (url, result, entry) => { });

Accessors

Property/Method Type Description
.loaded number Successfully loaded count
.total number Total queued count
.failed number Failed count (after all retries)
.completed number Done count (success + failure)
.progress number Ratio 0–1
.get(url) any Get a loaded result by URL
.getAll() Map All results
.getErrors() Map All errors
.getManifest() Array Queue manifest (readonly copy)

Using with Howler.js

addAudio() creates an HTMLAudioElement, which is perfect for vanilla JavaScript audio. However, Howler.js uses the Web Audio API internally and doesn't accept HTMLAudioElements.

If you're using Howler.js, load audio as blobs and create Blob URLs:

// ✅ Correct for Howler.js
assets.addBlob('/audio/hit.wav');

const results = await assets.start();
const blob = assets.get('/audio/hit.wav');
const blobUrl = URL.createObjectURL(blob);

const sound = new Howl({ src: [blobUrl], format: ['wav'] });
// ❌ Wrong for Howler.js (creates HTMLAudioElement)
assets.addAudio('/audio/hit.wav');

Type Auto-Detection

The loader detects asset types from file extensions. Query parameters and hashes are stripped before detection.

Extensions Type
png, jpg, jpeg, gif, webp, avif, svg, ico, bmp image
mp3, ogg, wav, aac, flac, m4a, opus audio
mp4, webm, ogv, mov video
woff, woff2, ttf, otf, eot font
json json
js, mjs script
css css
(anything else) fetch

Override or extend: AssetLoader.TYPE_MAP.myext = "image";

TypeScript

import { AssetLoader, type AssetEntry } from 'lite-asset-loader';

const assets = new AssetLoader({ concurrency: 8 });

assets.on('asset', (url: string, result: any, entry: AssetEntry) => {
    console.log(`Loaded ${entry.type}: ${url}`);
});

const results = await assets.addImage('/hero.webp').start();

License

MIT

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Production asset loading manager with concurrency control, retry logic, per-asset timeouts, and progress tracking for images, audio, fonts, JSON, and more.

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