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add FlxG.assets #2982
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add FlxG.assets #2982
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if I’m being honest, this is a very good change since it helps reduce imports (removing the need for |
There is some problem with async text/binary assets. They are not cached by lime. This can lead to inconsistencies between html5 and sys targets: a user expects to get the cached asset with // Project.xml
<assets path="assets" embed="false" preload="false"/>
// Main.hx
openfl.Assets.loadText(AssetPaths.atlas__json).onComplete(json -> {
// error on html5 "asset "atlas.json" exists, but only asynchronously"
trace(openfl.Assets.getText(AssetPaths.atlas__json));
}); Possible solutions:
|
The purpose of this PR is to add the ability to override the functionality of how flixel loads assets from string paths, I created What you're describing seems like a separate feature related to flixel's asset system, which may or may not be implemented regardless of whether this PR is merged. Do you agree? If so, I would make a new issue, if not, I may need you to elaborate, cuz I'm not seeing the relevance |
At brief look this pr api suggest text/binary assets can be cached, but in fact - they are not. May be it should be more clear in doc about that.
I am kinda agree. This pr fits for text/binary asset cache feature in a way that without new asset front-end it's hard to implement the feature. |
still needs testing
Fixes #2953
Conflicts with #2949 will need to fix whichever is merged second