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A library to load external assets for OpenFL
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Changes, 25.05.2014:

I've made some maintenance on the code after Ludum Dare. Also thanks to everyone who sent their feedback, for issues i did not discover. There's a couple of changes since the last time.

  1. In the last commit I forgot to add SaveUtil class for which saving png was not usable. For i have tested loaders and savers double times in a clean project. Sorry for the delay, I am using the library in a working project, because of that i can't see missing dependencies so easily. But this time it is good to go.
  2. I ripped off the tilesheet support from the base. I saw that it is extra work for people who doesn't use tilesheet at all. So now on, the library is ready-to-use for everyone, with no extra work. IF you want the tilesheet supported version, I seperated that to another brach called tilesheet. I will also be lookin at that. (I use it too!)
  3. ExternalAssetParty is no more. It created a lot of confusion between itself and ExternalAssetGroup. AssetParty provided easier syntax for AssetGroup usage, but i think using ExternalAssetGroup shouldn't be harder.
//intead of this
var party = new ExternalAssetParty("id", 1);
party.addText("myText", "path-to-text-here");

//now this
var group = new ExternalAssetGroup<Dynamic>("id", 1);
group.manager.addLoader(new ExternalTextLoader("myText", "path-to-text-here"));

Actually I find this much more explanatory, not a huge difference.

AkaLoader - External Asset Loading Library for OpenFL

This library contains some useful classes for handling external assets.

What this library is designed for:

  • Loading Assets without using openfl.Assets class. This allows you to use assets without embedding them.
  • Use external assets from web or local storage.
  • Downloading/Saving assets from web.
  • Reusing assets from pre-downloaded content without needing to connect to internet.
  • Cross-Platform asset management system with very simple load/unload calls.
  • Simplified, id based, delivering of assets.

I did not test on all platforms, but last time i checked, iOS, Android, HTML5, Mac, Windows builds are good to go. (some targets cannot use Saving features because of lacking filesystem support though)

The way this library is intented to be used:

You should have a ExternalAssetLoader object instance

    * External Asset Loading API
    * */
    private var loader:ExternalAssetLoader;
    * Crating Asset Loader and listening to load sequence events.
    * */
    private function initAssetLoader():Void
        loader = new ExternalAssetLoader(3);
        loader.addEventListener(ExternalAssetLoaderEvent.LIST_LOAD_COMPLETE, handleLoadComplete);

    * Triggering of this method suggests the requested external assets are loaded and ready to use.
    * */
    private function handleLoadComplete(e:ExternalAssetLoaderEvent):Void
        trace ("Load Complete");

And create a loader for each asset (of whichever type). Some loader types are included but it is really aesy to create for own Loaders. Just implement IExternalLoader, fill required methods, and that's it.

Here is some loaders: *ExternalBitmapLoader *ExternalByteArrayLoader *ExternalSoundLoader *ExternalTextLoader

Loaders are good for managing local assets, they can download data from web (since most of them use URLLoader) If you need to download and save external assets from web, you should use SaveLoader classes, which are: *ByteArraySaveLoader *PngSaveLoader *SoundSaveLoader *TextSaveLoader

once you call loadList() method. SaveLoaders will download, and save the asset (in a fitting type) to local storage. The name for the saved file depends on the URL to load (ome md5'ing involved). So if you create same SaveLoader with same constructor parameter, next time you request load, if there is such file in local storage, it wont download from web but act like an ExternalLoader class.

Once you create loaders, you should add them to your ExternalAssetLoader.

        loader.addLoader(new ExternalTextLoader("id", "textUrl"));
        loader.addLoader(new ExternalBitmapLoader("id2", "bitmapUrl"));
        loader.addLoader(new ExternalByteArrayLoader("id3", "url"));
        loader.addLoader(new ExternalSoundLoader("id4", "url"));

You can also group your assets with ExternalAssetGroup. Which is good for loading/unloading multiple entries with one load/unload call.Here's an example.

        // Initializing text-based party.
        var group:ExternalAssetGroup<String>;
        group = new ExternalAssetGroup<String>("jsonParty", 2);
        group.manager.addLoader(new TextSaveLoader("mytext", "/Users/onatbas/Desktop/SaveIntoThisFile", "/Users/onatbas/Desktop/new.json"));
        group.manager.addLoader(new TextSaveLoader("mytext1", "/Users/onatbas/Desktop/SaveIntoThisFile", "/Users/onatbas/Desktop/new1.json"));
        group.manager.addLoader(new TextSaveLoader("mytext2", "/Users/onatbas/Desktop/SaveIntoThisFile", "/Users/onatbas/Desktop/new2.json"));

        // Initializing text-based party.
        var dynGroup = new ExternalAssetGroup<Dynamic>("assets", 2);
        dynGroup.manager.addLoader(new PngSaveLoader("mysheet", "/Users/onatbas/Desktop/SaveIntoThisFile", "/Users/onatbas/Desktop/sheet.png"));
        dynGroup.manager.addLoader(new PngSaveLoader("mysheet1", "/Users/onatbas/Desktop/SaveIntoThisFile", "/Users/onatbas/Desktop/sheet1.png"));
        dynGroup.manager.addLoader(new SoundSaveLoader("mySound", "/Users/onatbas/Desktop/SaveIntoThisFile", "/Users/onatbas/Desktop/sound.ogg"));

Loading / Unloading of assets

This part is pretty straight-forward. Loading and unloading is done by list of ids (Array).

  var list = new Array<String>();


Thats it, the loading is asyncronous on all targets and when loading is complete, an ExternalAssetLoaderEvent will be dispatched from loader. That's why i put handleLoadComplete method there.

Receiving the Assets

If you're requesting a predefined asset (like Bitmapdata, TilesheetEx, ByteArray, String etc.) this is simple as these:

var myByteArray:ByteArray = loader.getByteArray("myByteArrayId");
var myTilesheet:TilesheetEx = loader.getTileSheet("myTileSheet");
var myText:String = loader.getText("myJsonId");
var myBitmap:BitmapData = loader.getBitmapData("myBitmapData");

The good thing about this is that you don't have to know in which party or atlas etc. that bitmapData with mybitmapData is. It searches in each loader, asks them if they can deliver this bitmapData, and deliver from there! If you're using my implementation of AtlasLoader, this means, when you request a mybitmapData from the Atlas sheet, you can get that bitmapData!

If you want to obtain a type that's not defined here, this part can be tricky, but i did this the this is because of two reasons.

  1. i wanted to avoid typecasting as much as i can, and if the asset you're requesting comes from a loader that delivers only a single type, there is no typecasting.
  2. To be extendible, it needs to be defined dynamically.

For example a sound getter is not implemented. But you can still obtain sounds like this:

        var deliverable = new ExternalDeliverable<Sound>(); = id;
        deliverable.type = ExternalDeliverableType.SOUND;

        var mySound:Sound =;

About type >> deliverable.type = ExternalDeliverableType.SOUND; // if you implement some other asset form, leave this blank, since you implement the delivering algorithm in your Loader class, this wont be an issue.

Storing local Assets

I've used this mostly for local asset management. If you want to ue local assets, you should include them in your package, with openfls project.xml tags, like this:

    <assets path="content/subdirectory" embed="false" />

Don't forget to add embed="false", otherwise openfl will load all of them at the start of the application,which is what we are trying to avoid here :) Now all you have to do is define your loaders with their relative path.

Quick note : on iOS, there's a strange behaviour of openFL. OpenFL places your content into a specific folder with strange names. for example, if you have a mybitmap.png in content/subdirectory, your content is saved in an unpredictable folder with a name content_subdirectory_mybitmap_png . so if you're targeting ios, i suggest using openfl.Assets.getPath() to validate exact path. Here is my code to do that.

    private function getPath(path:String):String
        var assetPath = Assets.getPath(path);
        if (assetPath == null) return path;
        return assetPath;

Usage Tips

I suggest having a json file with a fixed path, formatted like this : , and first load that file, and define loaders according to that json file. Since you can change the content of this json file, you can change, remove, add asset entries into it, or at least this is how i used it.

A Little Explanation

  • the code is old, i don't if it is still working right now. But i will be looking at issues and pull requests.
  • While downloading content, loader doesn't inform you about what it is doing. a SaveLoader will download an asset if it cant find it, but will not dispatch an event to inform, you have to check for that, or you can extend this library to dispatch these events, it should be easy to add something like that to ExternalAssetLoaderEvent. i just didn't have time for it and didnt need to use download feature so stopped working on it.
  • The library doesnt check for permanent assets. If you want an asset to be permanent, you should not call unloadList() with a list with that id :) you have to check for that as well.
  • I might be lazy sometimes, so if you think there's a fix you can handle, please fork! i'll be glad to see all these forks :)

Have fun !

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