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Image

Image drawing.

Construction

const image = new Image(path, mode?, async_list?);
const imageVRAM = new Image("owl.png", VRAM); 
info
  • path: Path to the file, E.g.: "images/test.png".
  • mode: Choose between storing the image between RAM or VRAM, default value is RAM.
  • async_list: Gets a ImageList object, which is a asynchronous image loading list, if you want to load images in the background.

Properties

width, height

Image drawing size, default value is the original image size.

startx, starty

Beginning of the area that will be drawn from the image, the default value is 0.0.

endx, endy

End of the area that will be drawn from the image, the default value is the original image size.

angle

Define image rotation angle, default value is 0.0.

color

Define image tinting, default value is Color.new(255, 255, 255, 128).

filter

Choose between LINEAR or NEAREST, default value is NEAREST.

size

Returns image real size occupied in memory.

bpp

Returns image bits per-pixel qantity.

delayed

If true, your texture was loaded in RAM, else, VRAM.

pixels

The image pixel ArrayBuffer.

palette

If is a palette image, it has a palette ArrayBuffer right here.

Methods

draw

Draw loaded image onscreen(call it every frame). Example: image.draw(15.0, 100.0);

draw(x, y);

optimize

If your image has 24 bits per-pixel (aka RGB), you can use this to make it 16 bits per-pixel, saving some memory!

optimize();

ready

Returns true if an asynchronous image was successfully loaded in memory.

ready();
const loaded = image.ready();  

ImageList

Load and manage multiple images while your code is running, multithreaded loading!

Construction

This constructor creates a new thread and a queue to load images in background, avoid building multiple ImageList objects.

const async_list = new ImageList(); 

Methods

process

This method starts the thread and loads added images on the queue.

async_list.process();