mirror of
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Farewell TypeScript, see you on the other side.
This commit is contained in:
@@ -0,0 +1,96 @@
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/// <reference path="../_definitions.ts" />
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/**
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* Phaser - AnimationLoader
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*
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* Responsible for parsing sprite sheet and JSON data into the internal FrameData format that Phaser uses for animations.
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*/
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var Phaser;
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(function (Phaser) {
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var AnimationLoader = (function () {
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function AnimationLoader() { }
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AnimationLoader.parseSpriteSheet = /**
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* Parse a sprite sheet from asset data.
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* @param key {string} Asset key for the sprite sheet data.
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* @param frameWidth {number} Width of animation frame.
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* @param frameHeight {number} Height of animation frame.
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* @param frameMax {number} Number of animation frames.
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* @return {FrameData} Generated FrameData object.
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*/
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function parseSpriteSheet(game, key, frameWidth, frameHeight, frameMax) {
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// How big is our image?
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var img = game.cache.getImage(key);
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if(img == null) {
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return null;
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}
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var width = img.width;
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var height = img.height;
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var row = Math.round(width / frameWidth);
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var column = Math.round(height / frameHeight);
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var total = row * column;
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if(frameMax !== -1) {
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total = frameMax;
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}
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// Zero or smaller than frame sizes?
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if(width == 0 || height == 0 || width < frameWidth || height < frameHeight || total === 0) {
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throw new Error("AnimationLoader.parseSpriteSheet: width/height zero or width/height < given frameWidth/frameHeight");
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return null;
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}
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// Let's create some frames then
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var data = new Phaser.FrameData();
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var x = 0;
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var y = 0;
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for(var i = 0; i < total; i++) {
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data.addFrame(new Phaser.Frame(x, y, frameWidth, frameHeight, ''));
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x += frameWidth;
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if(x === width) {
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x = 0;
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y += frameHeight;
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}
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}
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return data;
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};
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AnimationLoader.parseJSONData = /**
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* Parse frame datas from json.
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* @param json {object} Json data you want to parse.
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* @return {FrameData} Generated FrameData object.
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*/
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function parseJSONData(game, json) {
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// Malformed?
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if(!json['frames']) {
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console.log(json);
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throw new Error("Phaser.AnimationLoader.parseJSONData: Invalid Texture Atlas JSON given, missing 'frames' array");
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}
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// Let's create some frames then
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var data = new Phaser.FrameData();
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// By this stage frames is a fully parsed array
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var frames = json['frames'];
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var newFrame;
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for(var i = 0; i < frames.length; i++) {
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newFrame = data.addFrame(new Phaser.Frame(frames[i].frame.x, frames[i].frame.y, frames[i].frame.w, frames[i].frame.h, frames[i].filename));
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newFrame.setTrim(frames[i].trimmed, frames[i].sourceSize.w, frames[i].sourceSize.h, frames[i].spriteSourceSize.x, frames[i].spriteSourceSize.y, frames[i].spriteSourceSize.w, frames[i].spriteSourceSize.h);
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}
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return data;
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};
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AnimationLoader.parseXMLData = function parseXMLData(game, xml, format) {
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// Malformed?
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if(!xml.getElementsByTagName('TextureAtlas')) {
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throw new Error("Phaser.AnimationLoader.parseXMLData: Invalid Texture Atlas XML given, missing <TextureAtlas> tag");
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}
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// Let's create some frames then
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var data = new Phaser.FrameData();
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var frames = xml.getElementsByTagName('SubTexture');
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var newFrame;
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for(var i = 0; i < frames.length; i++) {
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var frame = frames[i].attributes;
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newFrame = data.addFrame(new Phaser.Frame(frame.x.nodeValue, frame.y.nodeValue, frame.width.nodeValue, frame.height.nodeValue, frame.name.nodeValue));
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// Trimmed?
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if(frame.frameX.nodeValue != '-0' || frame.frameY.nodeValue != '-0') {
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newFrame.setTrim(true, frame.width.nodeValue, frame.height.nodeValue, Math.abs(frame.frameX.nodeValue), Math.abs(frame.frameY.nodeValue), frame.frameWidth.nodeValue, frame.frameHeight.nodeValue);
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}
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}
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return data;
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};
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return AnimationLoader;
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})();
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Phaser.AnimationLoader = AnimationLoader;
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})(Phaser || (Phaser = {}));
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@@ -0,0 +1,153 @@
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/// <reference path="../_definitions.ts" />
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/**
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* Phaser - AnimationLoader
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*
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* Responsible for parsing sprite sheet and JSON data into the internal FrameData format that Phaser uses for animations.
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*/
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module Phaser {
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export class AnimationLoader {
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/**
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* Parse a sprite sheet from asset data.
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* @param key {string} Asset key for the sprite sheet data.
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* @param frameWidth {number} Width of animation frame.
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* @param frameHeight {number} Height of animation frame.
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* @param frameMax {number} Number of animation frames.
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* @return {FrameData} Generated FrameData object.
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*/
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public static parseSpriteSheet(game: Game, key: string, frameWidth: number, frameHeight: number, frameMax: number): FrameData {
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// How big is our image?
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var img = game.cache.getImage(key);
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if (img == null)
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{
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return null;
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}
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var width = img.width;
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var height = img.height;
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var row = Math.round(width / frameWidth);
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var column = Math.round(height / frameHeight);
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var total = row * column;
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if (frameMax !== -1)
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{
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total = frameMax;
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}
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// Zero or smaller than frame sizes?
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if (width == 0 || height == 0 || width < frameWidth || height < frameHeight || total === 0)
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{
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throw new Error("AnimationLoader.parseSpriteSheet: width/height zero or width/height < given frameWidth/frameHeight");
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return null;
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}
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// Let's create some frames then
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var data: FrameData = new FrameData();
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var x = 0;
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var y = 0;
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for (var i = 0; i < total; i++)
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{
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data.addFrame(new Frame(x, y, frameWidth, frameHeight, ''));
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x += frameWidth;
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if (x === width)
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{
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x = 0;
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y += frameHeight;
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}
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}
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return data;
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}
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/**
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* Parse frame datas from json.
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* @param json {object} Json data you want to parse.
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* @return {FrameData} Generated FrameData object.
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*/
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public static parseJSONData(game: Game, json): FrameData {
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// Malformed?
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if (!json['frames'])
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{
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console.log(json);
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throw new Error("Phaser.AnimationLoader.parseJSONData: Invalid Texture Atlas JSON given, missing 'frames' array");
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}
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// Let's create some frames then
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var data: FrameData = new FrameData();
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// By this stage frames is a fully parsed array
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var frames = json['frames'];
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var newFrame: Frame;
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for (var i = 0; i < frames.length; i++)
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{
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newFrame = data.addFrame(new Frame(
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frames[i].frame.x,
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frames[i].frame.y,
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frames[i].frame.w,
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frames[i].frame.h,
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frames[i].filename));
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newFrame.setTrim(
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frames[i].trimmed,
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frames[i].sourceSize.w,
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frames[i].sourceSize.h,
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frames[i].spriteSourceSize.x,
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frames[i].spriteSourceSize.y,
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frames[i].spriteSourceSize.w,
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frames[i].spriteSourceSize.h);
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}
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return data;
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}
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public static parseXMLData(game: Game, xml, format: number): FrameData {
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// Malformed?
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if (!xml.getElementsByTagName('TextureAtlas'))
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{
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throw new Error("Phaser.AnimationLoader.parseXMLData: Invalid Texture Atlas XML given, missing <TextureAtlas> tag");
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}
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// Let's create some frames then
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var data: FrameData = new FrameData();
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var frames = xml.getElementsByTagName('SubTexture');
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var newFrame: Frame;
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for (var i = 0; i < frames.length; i++)
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{
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var frame = frames[i].attributes;
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newFrame = data.addFrame(new Frame(frame.x.nodeValue, frame.y.nodeValue, frame.width.nodeValue, frame.height.nodeValue, frame.name.nodeValue));
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// Trimmed?
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if (frame.frameX.nodeValue != '-0' || frame.frameY.nodeValue != '-0')
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{
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newFrame.setTrim(true, frame.width.nodeValue, frame.height.nodeValue, Math.abs(frame.frameX.nodeValue), Math.abs(frame.frameY.nodeValue), frame.frameWidth.nodeValue, frame.frameHeight.nodeValue);
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}
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}
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return data;
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}
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}
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}
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@@ -0,0 +1,318 @@
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/// <reference path="../_definitions.ts" />
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/**
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* Phaser - Cache
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*
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* A game only has one instance of a Cache and it is used to store all externally loaded assets such
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* as images, sounds and data files as a result of Loader calls. Cache items use string based keys for look-up.
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*/
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var Phaser;
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(function (Phaser) {
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var Cache = (function () {
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/**
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* Cache constructor
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*/
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function Cache(game) {
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this.onSoundUnlock = new Phaser.Signal();
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this.game = game;
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this._canvases = {
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};
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this._images = {
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};
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this._sounds = {
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};
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this._text = {
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};
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}
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Cache.prototype.addCanvas = /**
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* Add a new canvas.
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* @param key {string} Asset key for this canvas.
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* @param canvas {HTMLCanvasElement} Canvas DOM element.
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* @param context {CanvasRenderingContext2D} Render context of this canvas.
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*/
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function (key, canvas, context) {
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this._canvases[key] = {
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canvas: canvas,
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context: context
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};
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};
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Cache.prototype.addSpriteSheet = /**
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* Add a new sprite sheet.
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* @param key {string} Asset key for the sprite sheet.
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* @param url {string} URL of this sprite sheet file.
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* @param data {object} Extra sprite sheet data.
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* @param frameWidth {number} Width of the sprite sheet.
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* @param frameHeight {number} Height of the sprite sheet.
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* @param frameMax {number} How many frames stored in the sprite sheet.
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*/
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function (key, url, data, frameWidth, frameHeight, frameMax) {
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this._images[key] = {
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url: url,
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data: data,
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spriteSheet: true,
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frameWidth: frameWidth,
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frameHeight: frameHeight
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};
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this._images[key].frameData = Phaser.AnimationLoader.parseSpriteSheet(this.game, key, frameWidth, frameHeight, frameMax);
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};
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Cache.prototype.addTextureAtlas = /**
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* Add a new texture atlas.
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* @param key {string} Asset key for the texture atlas.
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* @param url {string} URL of this texture atlas file.
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* @param data {object} Extra texture atlas data.
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* @param atlasData {object} Texture atlas frames data.
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*/
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function (key, url, data, atlasData, format) {
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this._images[key] = {
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url: url,
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data: data,
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spriteSheet: true
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};
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if(format == Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY) {
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this._images[key].frameData = Phaser.AnimationLoader.parseJSONData(this.game, atlasData);
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} else if(format == Phaser.Loader.TEXTURE_ATLAS_XML_STARLING) {
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this._images[key].frameData = Phaser.AnimationLoader.parseXMLData(this.game, atlasData, format);
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}
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};
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Cache.prototype.addImage = /**
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* Add a new image.
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* @param key {string} Asset key for the image.
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* @param url {string} URL of this image file.
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* @param data {object} Extra image data.
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||||
*/
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||||
function (key, url, data) {
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this._images[key] = {
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url: url,
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data: data,
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spriteSheet: false
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||||
};
|
||||
};
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Cache.prototype.addSound = /**
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* Add a new sound.
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* @param key {string} Asset key for the sound.
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* @param url {string} URL of this sound file.
|
||||
* @param data {object} Extra sound data.
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||||
*/
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||||
function (key, url, data, webAudio, audioTag) {
|
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if (typeof webAudio === "undefined") { webAudio = true; }
|
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if (typeof audioTag === "undefined") { audioTag = false; }
|
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var locked = this.game.sound.touchLocked;
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||||
var decoded = false;
|
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if(audioTag) {
|
||||
decoded = true;
|
||||
}
|
||||
this._sounds[key] = {
|
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url: url,
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data: data,
|
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locked: locked,
|
||||
isDecoding: false,
|
||||
decoded: decoded,
|
||||
webAudio: webAudio,
|
||||
audioTag: audioTag
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||||
};
|
||||
};
|
||||
Cache.prototype.reloadSound = function (key) {
|
||||
var _this = this;
|
||||
if(this._sounds[key]) {
|
||||
this._sounds[key].data.src = this._sounds[key].url;
|
||||
this._sounds[key].data.addEventListener('canplaythrough', function () {
|
||||
return _this.reloadSoundComplete(key);
|
||||
}, false);
|
||||
this._sounds[key].data.load();
|
||||
}
|
||||
};
|
||||
Cache.prototype.reloadSoundComplete = function (key) {
|
||||
if(this._sounds[key]) {
|
||||
this._sounds[key].locked = false;
|
||||
this.onSoundUnlock.dispatch(key);
|
||||
}
|
||||
};
|
||||
Cache.prototype.updateSound = function (key, property, value) {
|
||||
if(this._sounds[key]) {
|
||||
this._sounds[key][property] = value;
|
||||
}
|
||||
};
|
||||
Cache.prototype.decodedSound = /**
|
||||
* Add a new decoded sound.
|
||||
* @param key {string} Asset key for the sound.
|
||||
* @param data {object} Extra sound data.
|
||||
*/
|
||||
function (key, data) {
|
||||
this._sounds[key].data = data;
|
||||
this._sounds[key].decoded = true;
|
||||
this._sounds[key].isDecoding = false;
|
||||
};
|
||||
Cache.prototype.addText = /**
|
||||
* Add a new text data.
|
||||
* @param key {string} Asset key for the text data.
|
||||
* @param url {string} URL of this text data file.
|
||||
* @param data {object} Extra text data.
|
||||
*/
|
||||
function (key, url, data) {
|
||||
this._text[key] = {
|
||||
url: url,
|
||||
data: data
|
||||
};
|
||||
};
|
||||
Cache.prototype.getCanvas = /**
|
||||
* Get canvas by key.
|
||||
* @param key Asset key of the canvas you want.
|
||||
* @return {object} The canvas you want.
|
||||
*/
|
||||
function (key) {
|
||||
if(this._canvases[key]) {
|
||||
return this._canvases[key].canvas;
|
||||
}
|
||||
return null;
|
||||
};
|
||||
Cache.prototype.getImage = /**
|
||||
* Get image data by key.
|
||||
* @param key Asset key of the image you want.
|
||||
* @return {object} The image data you want.
|
||||
*/
|
||||
function (key) {
|
||||
if(this._images[key]) {
|
||||
return this._images[key].data;
|
||||
}
|
||||
return null;
|
||||
};
|
||||
Cache.prototype.getFrameData = /**
|
||||
* Get frame data by key.
|
||||
* @param key Asset key of the frame data you want.
|
||||
* @return {object} The frame data you want.
|
||||
*/
|
||||
function (key) {
|
||||
if(this._images[key] && this._images[key].spriteSheet == true) {
|
||||
return this._images[key].frameData;
|
||||
}
|
||||
return null;
|
||||
};
|
||||
Cache.prototype.getSound = /**
|
||||
* Get sound by key.
|
||||
* @param key Asset key of the sound you want.
|
||||
* @return {object} The sound you want.
|
||||
*/
|
||||
function (key) {
|
||||
if(this._sounds[key]) {
|
||||
return this._sounds[key];
|
||||
}
|
||||
return null;
|
||||
};
|
||||
Cache.prototype.getSoundData = /**
|
||||
* Get sound data by key.
|
||||
* @param key Asset key of the sound you want.
|
||||
* @return {object} The sound data you want.
|
||||
*/
|
||||
function (key) {
|
||||
if(this._sounds[key]) {
|
||||
return this._sounds[key].data;
|
||||
}
|
||||
return null;
|
||||
};
|
||||
Cache.prototype.isSoundDecoded = /**
|
||||
* Check whether an asset is decoded sound.
|
||||
* @param key Asset key of the sound you want.
|
||||
* @return {object} The sound data you want.
|
||||
*/
|
||||
function (key) {
|
||||
if(this._sounds[key]) {
|
||||
return this._sounds[key].decoded;
|
||||
}
|
||||
};
|
||||
Cache.prototype.isSoundReady = /**
|
||||
* Check whether an asset is decoded sound.
|
||||
* @param key Asset key of the sound you want.
|
||||
* @return {object} The sound data you want.
|
||||
*/
|
||||
function (key) {
|
||||
if(this._sounds[key] && this._sounds[key].decoded == true && this._sounds[key].locked == false) {
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
};
|
||||
Cache.prototype.isSpriteSheet = /**
|
||||
* Check whether an asset is sprite sheet.
|
||||
* @param key Asset key of the sprite sheet you want.
|
||||
* @return {object} The sprite sheet data you want.
|
||||
*/
|
||||
function (key) {
|
||||
if(this._images[key]) {
|
||||
return this._images[key].spriteSheet;
|
||||
}
|
||||
};
|
||||
Cache.prototype.getText = /**
|
||||
* Get text data by key.
|
||||
* @param key Asset key of the text data you want.
|
||||
* @return {object} The text data you want.
|
||||
*/
|
||||
function (key) {
|
||||
if(this._text[key]) {
|
||||
return this._text[key].data;
|
||||
}
|
||||
return null;
|
||||
};
|
||||
Cache.prototype.getImageKeys = /**
|
||||
* Returns an array containing all of the keys of Images in the Cache.
|
||||
* @return {Array} The string based keys in the Cache.
|
||||
*/
|
||||
function () {
|
||||
var output = [];
|
||||
for(var item in this._images) {
|
||||
output.push(item);
|
||||
}
|
||||
return output;
|
||||
};
|
||||
Cache.prototype.getSoundKeys = /**
|
||||
* Returns an array containing all of the keys of Sounds in the Cache.
|
||||
* @return {Array} The string based keys in the Cache.
|
||||
*/
|
||||
function () {
|
||||
var output = [];
|
||||
for(var item in this._sounds) {
|
||||
output.push(item);
|
||||
}
|
||||
return output;
|
||||
};
|
||||
Cache.prototype.getTextKeys = /**
|
||||
* Returns an array containing all of the keys of Text Files in the Cache.
|
||||
* @return {Array} The string based keys in the Cache.
|
||||
*/
|
||||
function () {
|
||||
var output = [];
|
||||
for(var item in this._text) {
|
||||
output.push(item);
|
||||
}
|
||||
return output;
|
||||
};
|
||||
Cache.prototype.removeCanvas = function (key) {
|
||||
delete this._canvases[key];
|
||||
};
|
||||
Cache.prototype.removeImage = function (key) {
|
||||
delete this._images[key];
|
||||
};
|
||||
Cache.prototype.removeSound = function (key) {
|
||||
delete this._sounds[key];
|
||||
};
|
||||
Cache.prototype.removeText = function (key) {
|
||||
delete this._text[key];
|
||||
};
|
||||
Cache.prototype.destroy = /**
|
||||
* Clean up cache memory.
|
||||
*/
|
||||
function () {
|
||||
for(var item in this._canvases) {
|
||||
delete this._canvases[item['key']];
|
||||
}
|
||||
for(var item in this._images) {
|
||||
delete this._images[item['key']];
|
||||
}
|
||||
for(var item in this._sounds) {
|
||||
delete this._sounds[item['key']];
|
||||
}
|
||||
for(var item in this._text) {
|
||||
delete this._text[item['key']];
|
||||
}
|
||||
};
|
||||
return Cache;
|
||||
})();
|
||||
Phaser.Cache = Cache;
|
||||
})(Phaser || (Phaser = {}));
|
||||
@@ -0,0 +1,431 @@
|
||||
/// <reference path="../_definitions.ts" />
|
||||
|
||||
/**
|
||||
* Phaser - Cache
|
||||
*
|
||||
* A game only has one instance of a Cache and it is used to store all externally loaded assets such
|
||||
* as images, sounds and data files as a result of Loader calls. Cache items use string based keys for look-up.
|
||||
*/
|
||||
|
||||
module Phaser {
|
||||
|
||||
export class Cache {
|
||||
|
||||
/**
|
||||
* Cache constructor
|
||||
*/
|
||||
constructor(game: Game) {
|
||||
|
||||
this.game = game;
|
||||
|
||||
this._canvases = {};
|
||||
this._images = {};
|
||||
this._sounds = {};
|
||||
this._text = {};
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Local reference to Game.
|
||||
*/
|
||||
public game: Phaser.Game;
|
||||
|
||||
/**
|
||||
* Canvas key-value container.
|
||||
* @type {object}
|
||||
*/
|
||||
private _canvases;
|
||||
|
||||
/**
|
||||
* Image key-value container.
|
||||
* @type {object}
|
||||
*/
|
||||
private _images;
|
||||
|
||||
/**
|
||||
* Sound key-value container.
|
||||
* @type {object}
|
||||
*/
|
||||
private _sounds;
|
||||
|
||||
/**
|
||||
* Text key-value container.
|
||||
* @type {object}
|
||||
*/
|
||||
private _text;
|
||||
|
||||
/**
|
||||
* Add a new canvas.
|
||||
* @param key {string} Asset key for this canvas.
|
||||
* @param canvas {HTMLCanvasElement} Canvas DOM element.
|
||||
* @param context {CanvasRenderingContext2D} Render context of this canvas.
|
||||
*/
|
||||
public addCanvas(key: string, canvas: HTMLCanvasElement, context: CanvasRenderingContext2D) {
|
||||
|
||||
this._canvases[key] = { canvas: canvas, context: context };
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Add a new sprite sheet.
|
||||
* @param key {string} Asset key for the sprite sheet.
|
||||
* @param url {string} URL of this sprite sheet file.
|
||||
* @param data {object} Extra sprite sheet data.
|
||||
* @param frameWidth {number} Width of the sprite sheet.
|
||||
* @param frameHeight {number} Height of the sprite sheet.
|
||||
* @param frameMax {number} How many frames stored in the sprite sheet.
|
||||
*/
|
||||
public addSpriteSheet(key: string, url: string, data, frameWidth: number, frameHeight: number, frameMax: number) {
|
||||
|
||||
this._images[key] = { url: url, data: data, spriteSheet: true, frameWidth: frameWidth, frameHeight: frameHeight };
|
||||
this._images[key].frameData = AnimationLoader.parseSpriteSheet(this.game, key, frameWidth, frameHeight, frameMax);
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Add a new texture atlas.
|
||||
* @param key {string} Asset key for the texture atlas.
|
||||
* @param url {string} URL of this texture atlas file.
|
||||
* @param data {object} Extra texture atlas data.
|
||||
* @param atlasData {object} Texture atlas frames data.
|
||||
*/
|
||||
public addTextureAtlas(key: string, url: string, data, atlasData, format: number) {
|
||||
|
||||
this._images[key] = { url: url, data: data, spriteSheet: true };
|
||||
|
||||
if (format == Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY)
|
||||
{
|
||||
this._images[key].frameData = AnimationLoader.parseJSONData(this.game, atlasData);
|
||||
}
|
||||
else if (format == Phaser.Loader.TEXTURE_ATLAS_XML_STARLING)
|
||||
{
|
||||
this._images[key].frameData = AnimationLoader.parseXMLData(this.game, atlasData, format);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Add a new image.
|
||||
* @param key {string} Asset key for the image.
|
||||
* @param url {string} URL of this image file.
|
||||
* @param data {object} Extra image data.
|
||||
*/
|
||||
public addImage(key: string, url: string, data) {
|
||||
|
||||
this._images[key] = { url: url, data: data, spriteSheet: false };
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Add a new sound.
|
||||
* @param key {string} Asset key for the sound.
|
||||
* @param url {string} URL of this sound file.
|
||||
* @param data {object} Extra sound data.
|
||||
*/
|
||||
public addSound(key: string, url: string, data, webAudio: bool = true, audioTag: bool = false) {
|
||||
|
||||
var locked: bool = this.game.sound.touchLocked;
|
||||
var decoded: bool = false;
|
||||
|
||||
if (audioTag) {
|
||||
decoded = true;
|
||||
}
|
||||
|
||||
this._sounds[key] = { url: url, data: data, locked: locked, isDecoding: false, decoded: decoded, webAudio: webAudio, audioTag: audioTag };
|
||||
|
||||
}
|
||||
|
||||
public reloadSound(key: string) {
|
||||
|
||||
if (this._sounds[key])
|
||||
{
|
||||
this._sounds[key].data.src = this._sounds[key].url;
|
||||
this._sounds[key].data.addEventListener('canplaythrough', () => this.reloadSoundComplete(key), false);
|
||||
this._sounds[key].data.load();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public onSoundUnlock: Phaser.Signal = new Phaser.Signal;
|
||||
|
||||
public reloadSoundComplete(key: string) {
|
||||
|
||||
if (this._sounds[key])
|
||||
{
|
||||
this._sounds[key].locked = false;
|
||||
this.onSoundUnlock.dispatch(key);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public updateSound(key: string, property: string, value) {
|
||||
|
||||
if (this._sounds[key])
|
||||
{
|
||||
this._sounds[key][property] = value;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Add a new decoded sound.
|
||||
* @param key {string} Asset key for the sound.
|
||||
* @param data {object} Extra sound data.
|
||||
*/
|
||||
public decodedSound(key: string, data) {
|
||||
|
||||
this._sounds[key].data = data;
|
||||
this._sounds[key].decoded = true;
|
||||
this._sounds[key].isDecoding = false;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Add a new text data.
|
||||
* @param key {string} Asset key for the text data.
|
||||
* @param url {string} URL of this text data file.
|
||||
* @param data {object} Extra text data.
|
||||
*/
|
||||
public addText(key: string, url: string, data) {
|
||||
|
||||
this._text[key] = { url: url, data: data };
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Get canvas by key.
|
||||
* @param key Asset key of the canvas you want.
|
||||
* @return {object} The canvas you want.
|
||||
*/
|
||||
public getCanvas(key: string) {
|
||||
|
||||
if (this._canvases[key])
|
||||
{
|
||||
return this._canvases[key].canvas;
|
||||
}
|
||||
|
||||
return null;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Get image data by key.
|
||||
* @param key Asset key of the image you want.
|
||||
* @return {object} The image data you want.
|
||||
*/
|
||||
public getImage(key: string) {
|
||||
|
||||
if (this._images[key])
|
||||
{
|
||||
return this._images[key].data;
|
||||
}
|
||||
|
||||
return null;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Get frame data by key.
|
||||
* @param key Asset key of the frame data you want.
|
||||
* @return {object} The frame data you want.
|
||||
*/
|
||||
public getFrameData(key: string): FrameData {
|
||||
|
||||
if (this._images[key] && this._images[key].spriteSheet == true)
|
||||
{
|
||||
return this._images[key].frameData;
|
||||
}
|
||||
|
||||
return null;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Get sound by key.
|
||||
* @param key Asset key of the sound you want.
|
||||
* @return {object} The sound you want.
|
||||
*/
|
||||
public getSound(key: string) {
|
||||
|
||||
if (this._sounds[key])
|
||||
{
|
||||
return this._sounds[key];
|
||||
}
|
||||
|
||||
return null;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Get sound data by key.
|
||||
* @param key Asset key of the sound you want.
|
||||
* @return {object} The sound data you want.
|
||||
*/
|
||||
public getSoundData(key: string) {
|
||||
|
||||
if (this._sounds[key])
|
||||
{
|
||||
return this._sounds[key].data;
|
||||
}
|
||||
|
||||
return null;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Check whether an asset is decoded sound.
|
||||
* @param key Asset key of the sound you want.
|
||||
* @return {object} The sound data you want.
|
||||
*/
|
||||
public isSoundDecoded(key: string): bool {
|
||||
|
||||
if (this._sounds[key])
|
||||
{
|
||||
return this._sounds[key].decoded;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Check whether an asset is decoded sound.
|
||||
* @param key Asset key of the sound you want.
|
||||
* @return {object} The sound data you want.
|
||||
*/
|
||||
public isSoundReady(key: string): bool {
|
||||
|
||||
if (this._sounds[key] && this._sounds[key].decoded == true && this._sounds[key].locked == false)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Check whether an asset is sprite sheet.
|
||||
* @param key Asset key of the sprite sheet you want.
|
||||
* @return {object} The sprite sheet data you want.
|
||||
*/
|
||||
public isSpriteSheet(key: string): bool {
|
||||
|
||||
if (this._images[key])
|
||||
{
|
||||
return this._images[key].spriteSheet;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Get text data by key.
|
||||
* @param key Asset key of the text data you want.
|
||||
* @return {object} The text data you want.
|
||||
*/
|
||||
public getText(key: string) {
|
||||
|
||||
if (this._text[key])
|
||||
{
|
||||
return this._text[key].data;
|
||||
}
|
||||
|
||||
return null;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns an array containing all of the keys of Images in the Cache.
|
||||
* @return {Array} The string based keys in the Cache.
|
||||
*/
|
||||
public getImageKeys() {
|
||||
|
||||
var output = [];
|
||||
|
||||
for (var item in this._images)
|
||||
{
|
||||
output.push(item);
|
||||
}
|
||||
|
||||
return output;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns an array containing all of the keys of Sounds in the Cache.
|
||||
* @return {Array} The string based keys in the Cache.
|
||||
*/
|
||||
public getSoundKeys() {
|
||||
|
||||
var output = [];
|
||||
|
||||
for (var item in this._sounds)
|
||||
{
|
||||
output.push(item);
|
||||
}
|
||||
|
||||
return output;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns an array containing all of the keys of Text Files in the Cache.
|
||||
* @return {Array} The string based keys in the Cache.
|
||||
*/
|
||||
public getTextKeys() {
|
||||
|
||||
var output = [];
|
||||
|
||||
for (var item in this._text)
|
||||
{
|
||||
output.push(item);
|
||||
}
|
||||
|
||||
return output;
|
||||
|
||||
}
|
||||
|
||||
public removeCanvas(key: string) {
|
||||
delete this._canvases[key];
|
||||
}
|
||||
|
||||
public removeImage(key: string) {
|
||||
delete this._images[key];
|
||||
}
|
||||
|
||||
public removeSound(key: string) {
|
||||
delete this._sounds[key];
|
||||
}
|
||||
|
||||
public removeText(key: string) {
|
||||
delete this._text[key];
|
||||
}
|
||||
|
||||
/**
|
||||
* Clean up cache memory.
|
||||
*/
|
||||
public destroy() {
|
||||
|
||||
for (var item in this._canvases)
|
||||
{
|
||||
delete this._canvases[item['key']];
|
||||
}
|
||||
|
||||
for (var item in this._images)
|
||||
{
|
||||
delete this._images[item['key']];
|
||||
}
|
||||
|
||||
for (var item in this._sounds)
|
||||
{
|
||||
delete this._sounds[item['key']];
|
||||
}
|
||||
|
||||
for (var item in this._text)
|
||||
{
|
||||
delete this._text[item['key']];
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
@@ -0,0 +1,503 @@
|
||||
/// <reference path="../_definitions.ts" />
|
||||
/**
|
||||
* Phaser - Loader
|
||||
*
|
||||
* The Loader handles loading all external content such as Images, Sounds, Texture Atlases and data files.
|
||||
* It uses a combination of Image() loading and xhr and provides for progress and completion callbacks.
|
||||
*/
|
||||
var Phaser;
|
||||
(function (Phaser) {
|
||||
var Loader = (function () {
|
||||
/**
|
||||
* Loader constructor
|
||||
*
|
||||
* @param game {Phaser.Game} Current game instance.
|
||||
*/
|
||||
function Loader(game) {
|
||||
/**
|
||||
* The crossOrigin value applied to loaded images
|
||||
* @type {string}
|
||||
*/
|
||||
this.crossOrigin = '';
|
||||
// If you want to append a URL before the path of any asset you can set this here.
|
||||
// Useful if you need to allow an asset url to be configured outside of the game code.
|
||||
// MUST have / on the end of it!
|
||||
this.baseURL = '';
|
||||
this.game = game;
|
||||
this._keys = [];
|
||||
this._fileList = {
|
||||
};
|
||||
this._xhr = new XMLHttpRequest();
|
||||
this._queueSize = 0;
|
||||
this.isLoading = false;
|
||||
this.onFileComplete = new Phaser.Signal();
|
||||
this.onFileError = new Phaser.Signal();
|
||||
this.onLoadStart = new Phaser.Signal();
|
||||
this.onLoadComplete = new Phaser.Signal();
|
||||
}
|
||||
Loader.TEXTURE_ATLAS_JSON_ARRAY = 0;
|
||||
Loader.TEXTURE_ATLAS_JSON_HASH = 1;
|
||||
Loader.TEXTURE_ATLAS_XML_STARLING = 2;
|
||||
Loader.prototype.reset = /**
|
||||
* Reset loader, this will remove all loaded assets.
|
||||
*/
|
||||
function () {
|
||||
this._queueSize = 0;
|
||||
this.isLoading = false;
|
||||
};
|
||||
Object.defineProperty(Loader.prototype, "queueSize", {
|
||||
get: function () {
|
||||
return this._queueSize;
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
Loader.prototype.image = /**
|
||||
* Add a new image asset loading request with key and url.
|
||||
* @param key {string} Unique asset key of this image file.
|
||||
* @param url {string} URL of image file.
|
||||
*/
|
||||
function (key, url, overwrite) {
|
||||
if (typeof overwrite === "undefined") { overwrite = false; }
|
||||
if(overwrite == true || this.checkKeyExists(key) == false) {
|
||||
this._queueSize++;
|
||||
this._fileList[key] = {
|
||||
type: 'image',
|
||||
key: key,
|
||||
url: url,
|
||||
data: null,
|
||||
error: false,
|
||||
loaded: false
|
||||
};
|
||||
this._keys.push(key);
|
||||
}
|
||||
};
|
||||
Loader.prototype.spritesheet = /**
|
||||
* Add a new sprite sheet loading request.
|
||||
* @param key {string} Unique asset key of the sheet file.
|
||||
* @param url {string} URL of sheet file.
|
||||
* @param frameWidth {number} Width of each single frame.
|
||||
* @param frameHeight {number} Height of each single frame.
|
||||
* @param frameMax {number} How many frames in this sprite sheet.
|
||||
*/
|
||||
function (key, url, frameWidth, frameHeight, frameMax) {
|
||||
if (typeof frameMax === "undefined") { frameMax = -1; }
|
||||
if(this.checkKeyExists(key) === false) {
|
||||
this._queueSize++;
|
||||
this._fileList[key] = {
|
||||
type: 'spritesheet',
|
||||
key: key,
|
||||
url: url,
|
||||
data: null,
|
||||
frameWidth: frameWidth,
|
||||
frameHeight: frameHeight,
|
||||
frameMax: frameMax,
|
||||
error: false,
|
||||
loaded: false
|
||||
};
|
||||
this._keys.push(key);
|
||||
}
|
||||
};
|
||||
Loader.prototype.atlas = /**
|
||||
* Add a new texture atlas loading request.
|
||||
* @param key {string} Unique asset key of the texture atlas file.
|
||||
* @param textureURL {string} The url of the texture atlas image file.
|
||||
* @param [atlasURL] {string} The url of the texture atlas data file (json/xml)
|
||||
* @param [atlasData] {object} A JSON or XML data object.
|
||||
* @param [format] {number} A value describing the format of the data.
|
||||
*/
|
||||
function (key, textureURL, atlasURL, atlasData, format) {
|
||||
if (typeof atlasURL === "undefined") { atlasURL = null; }
|
||||
if (typeof atlasData === "undefined") { atlasData = null; }
|
||||
if (typeof format === "undefined") { format = Loader.TEXTURE_ATLAS_JSON_ARRAY; }
|
||||
if(this.checkKeyExists(key) === false) {
|
||||
if(atlasURL !== null) {
|
||||
// A URL to a json/xml file has been given
|
||||
this._queueSize++;
|
||||
this._fileList[key] = {
|
||||
type: 'textureatlas',
|
||||
key: key,
|
||||
url: textureURL,
|
||||
atlasURL: atlasURL,
|
||||
data: null,
|
||||
format: format,
|
||||
error: false,
|
||||
loaded: false
|
||||
};
|
||||
this._keys.push(key);
|
||||
} else {
|
||||
if(format == Loader.TEXTURE_ATLAS_JSON_ARRAY) {
|
||||
// A json string or object has been given
|
||||
if(typeof atlasData === 'string') {
|
||||
atlasData = JSON.parse(atlasData);
|
||||
}
|
||||
this._queueSize++;
|
||||
this._fileList[key] = {
|
||||
type: 'textureatlas',
|
||||
key: key,
|
||||
url: textureURL,
|
||||
data: null,
|
||||
atlasURL: null,
|
||||
atlasData: atlasData,
|
||||
format: format,
|
||||
error: false,
|
||||
loaded: false
|
||||
};
|
||||
this._keys.push(key);
|
||||
} else if(format == Loader.TEXTURE_ATLAS_XML_STARLING) {
|
||||
// An xml string or object has been given
|
||||
if(typeof atlasData === 'string') {
|
||||
var xml;
|
||||
try {
|
||||
if(window['DOMParser']) {
|
||||
var domparser = new DOMParser();
|
||||
xml = domparser.parseFromString(atlasData, "text/xml");
|
||||
} else {
|
||||
xml = new ActiveXObject("Microsoft.XMLDOM");
|
||||
xml.async = 'false';
|
||||
xml.loadXML(atlasData);
|
||||
}
|
||||
} catch (e) {
|
||||
xml = undefined;
|
||||
}
|
||||
if(!xml || !xml.documentElement || xml.getElementsByTagName("parsererror").length) {
|
||||
throw new Error("Phaser.Loader. Invalid Texture Atlas XML given");
|
||||
} else {
|
||||
atlasData = xml;
|
||||
}
|
||||
}
|
||||
this._queueSize++;
|
||||
this._fileList[key] = {
|
||||
type: 'textureatlas',
|
||||
key: key,
|
||||
url: textureURL,
|
||||
data: null,
|
||||
atlasURL: null,
|
||||
atlasData: atlasData,
|
||||
format: format,
|
||||
error: false,
|
||||
loaded: false
|
||||
};
|
||||
this._keys.push(key);
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
Loader.prototype.audio = /**
|
||||
* Add a new audio file loading request.
|
||||
* @param key {string} Unique asset key of the audio file.
|
||||
* @param urls {Array} An array containing the URLs of the audio files, i.e.: [ 'jump.mp3', 'jump.ogg', 'jump.m4a' ]
|
||||
* @param autoDecode {bool} When using Web Audio the audio files can either be decoded at load time or run-time. They can't be played until they are decoded, but this let's you control when that happens. Decoding is a non-blocking async process.
|
||||
*/
|
||||
function (key, urls, autoDecode) {
|
||||
if (typeof autoDecode === "undefined") { autoDecode = true; }
|
||||
if(this.checkKeyExists(key) === false) {
|
||||
this._queueSize++;
|
||||
this._fileList[key] = {
|
||||
type: 'audio',
|
||||
key: key,
|
||||
url: urls,
|
||||
data: null,
|
||||
buffer: null,
|
||||
error: false,
|
||||
loaded: false,
|
||||
autoDecode: autoDecode
|
||||
};
|
||||
this._keys.push(key);
|
||||
}
|
||||
};
|
||||
Loader.prototype.text = /**
|
||||
* Add a new text file loading request.
|
||||
* @param key {string} Unique asset key of the text file.
|
||||
* @param url {string} URL of text file.
|
||||
*/
|
||||
function (key, url) {
|
||||
if(this.checkKeyExists(key) === false) {
|
||||
this._queueSize++;
|
||||
this._fileList[key] = {
|
||||
type: 'text',
|
||||
key: key,
|
||||
url: url,
|
||||
data: null,
|
||||
error: false,
|
||||
loaded: false
|
||||
};
|
||||
this._keys.push(key);
|
||||
}
|
||||
};
|
||||
Loader.prototype.removeFile = /**
|
||||
* Remove loading request of a file.
|
||||
* @param key {string} Key of the file you want to remove.
|
||||
*/
|
||||
function (key) {
|
||||
delete this._fileList[key];
|
||||
};
|
||||
Loader.prototype.removeAll = /**
|
||||
* Remove all file loading requests.
|
||||
*/
|
||||
function () {
|
||||
this._fileList = {
|
||||
};
|
||||
};
|
||||
Loader.prototype.start = /**
|
||||
* Load assets.
|
||||
*/
|
||||
function () {
|
||||
if(this.isLoading) {
|
||||
return;
|
||||
}
|
||||
this.progress = 0;
|
||||
this.hasLoaded = false;
|
||||
this.isLoading = true;
|
||||
this.onLoadStart.dispatch(this.queueSize);
|
||||
if(this._keys.length > 0) {
|
||||
this._progressChunk = 100 / this._keys.length;
|
||||
this.loadFile();
|
||||
} else {
|
||||
this.progress = 100;
|
||||
this.hasLoaded = true;
|
||||
this.onLoadComplete.dispatch();
|
||||
}
|
||||
};
|
||||
Loader.prototype.loadFile = /**
|
||||
* Load files. Private method ONLY used by loader.
|
||||
*/
|
||||
function () {
|
||||
var _this = this;
|
||||
var file = this._fileList[this._keys.pop()];
|
||||
// Image or Data?
|
||||
switch(file.type) {
|
||||
case 'image':
|
||||
case 'spritesheet':
|
||||
case 'textureatlas':
|
||||
file.data = new Image();
|
||||
file.data.name = file.key;
|
||||
file.data.onload = function () {
|
||||
return _this.fileComplete(file.key);
|
||||
};
|
||||
file.data.onerror = function () {
|
||||
return _this.fileError(file.key);
|
||||
};
|
||||
file.data.crossOrigin = this.crossOrigin;
|
||||
file.data.src = this.baseURL + file.url;
|
||||
break;
|
||||
case 'audio':
|
||||
file.url = this.getAudioURL(file.url);
|
||||
if(file.url !== null) {
|
||||
// WebAudio or Audio Tag?
|
||||
if(this.game.sound.usingWebAudio) {
|
||||
this._xhr.open("GET", this.baseURL + file.url, true);
|
||||
this._xhr.responseType = "arraybuffer";
|
||||
this._xhr.onload = function () {
|
||||
return _this.fileComplete(file.key);
|
||||
};
|
||||
this._xhr.onerror = function () {
|
||||
return _this.fileError(file.key);
|
||||
};
|
||||
this._xhr.send();
|
||||
} else if(this.game.sound.usingAudioTag) {
|
||||
if(this.game.sound.touchLocked) {
|
||||
// If audio is locked we can't do this yet, so need to queue this load request somehow. Bum.
|
||||
file.data = new Audio();
|
||||
file.data.name = file.key;
|
||||
file.data.preload = 'auto';
|
||||
file.data.src = this.baseURL + file.url;
|
||||
this.fileComplete(file.key);
|
||||
} else {
|
||||
file.data = new Audio();
|
||||
file.data.name = file.key;
|
||||
file.data.onerror = function () {
|
||||
return _this.fileError(file.key);
|
||||
};
|
||||
file.data.preload = 'auto';
|
||||
file.data.src = this.baseURL + file.url;
|
||||
file.data.addEventListener('canplaythrough', Phaser.GAMES[this.game.id].load.fileComplete(file.key), false);
|
||||
file.data.load();
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
case 'text':
|
||||
this._xhr.open("GET", this.baseURL + file.url, true);
|
||||
this._xhr.responseType = "text";
|
||||
this._xhr.onload = function () {
|
||||
return _this.fileComplete(file.key);
|
||||
};
|
||||
this._xhr.onerror = function () {
|
||||
return _this.fileError(file.key);
|
||||
};
|
||||
this._xhr.send();
|
||||
break;
|
||||
}
|
||||
};
|
||||
Loader.prototype.getAudioURL = function (urls) {
|
||||
var extension;
|
||||
for(var i = 0; i < urls.length; i++) {
|
||||
extension = urls[i].toLowerCase();
|
||||
extension = extension.substr((Math.max(0, extension.lastIndexOf(".")) || Infinity) + 1);
|
||||
if(this.game.device.canPlayAudio(extension)) {
|
||||
return urls[i];
|
||||
}
|
||||
}
|
||||
return null;
|
||||
};
|
||||
Loader.prototype.fileError = /**
|
||||
* Error occured when load a file.
|
||||
* @param key {string} Key of the error loading file.
|
||||
*/
|
||||
function (key) {
|
||||
this._fileList[key].loaded = true;
|
||||
this._fileList[key].error = true;
|
||||
this.onFileError.dispatch(key);
|
||||
throw new Error("Phaser.Loader error loading file: " + key);
|
||||
this.nextFile(key, false);
|
||||
};
|
||||
Loader.prototype.fileComplete = /**
|
||||
* Called when a file is successfully loaded.
|
||||
* @param key {string} Key of the successfully loaded file.
|
||||
*/
|
||||
function (key) {
|
||||
var _this = this;
|
||||
if(!this._fileList[key]) {
|
||||
throw new Error('Phaser.Loader fileComplete invalid key ' + key);
|
||||
return;
|
||||
}
|
||||
this._fileList[key].loaded = true;
|
||||
var file = this._fileList[key];
|
||||
var loadNext = true;
|
||||
switch(file.type) {
|
||||
case 'image':
|
||||
this.game.cache.addImage(file.key, file.url, file.data);
|
||||
break;
|
||||
case 'spritesheet':
|
||||
this.game.cache.addSpriteSheet(file.key, file.url, file.data, file.frameWidth, file.frameHeight, file.frameMax);
|
||||
break;
|
||||
case 'textureatlas':
|
||||
if(file.atlasURL == null) {
|
||||
this.game.cache.addTextureAtlas(file.key, file.url, file.data, file.atlasData, file.format);
|
||||
} else {
|
||||
// Load the JSON or XML before carrying on with the next file
|
||||
loadNext = false;
|
||||
this._xhr.open("GET", this.baseURL + file.atlasURL, true);
|
||||
this._xhr.responseType = "text";
|
||||
if(file.format == Loader.TEXTURE_ATLAS_JSON_ARRAY) {
|
||||
this._xhr.onload = function () {
|
||||
return _this.jsonLoadComplete(file.key);
|
||||
};
|
||||
} else if(file.format == Loader.TEXTURE_ATLAS_XML_STARLING) {
|
||||
this._xhr.onload = function () {
|
||||
return _this.xmlLoadComplete(file.key);
|
||||
};
|
||||
}
|
||||
this._xhr.onerror = function () {
|
||||
return _this.dataLoadError(file.key);
|
||||
};
|
||||
this._xhr.send();
|
||||
}
|
||||
break;
|
||||
case 'audio':
|
||||
if(this.game.sound.usingWebAudio) {
|
||||
file.data = this._xhr.response;
|
||||
this.game.cache.addSound(file.key, file.url, file.data, true, false);
|
||||
if(file.autoDecode) {
|
||||
this.game.cache.updateSound(key, 'isDecoding', true);
|
||||
var that = this;
|
||||
var key = file.key;
|
||||
this.game.sound.context.decodeAudioData(file.data, function (buffer) {
|
||||
if(buffer) {
|
||||
that.game.cache.decodedSound(key, buffer);
|
||||
}
|
||||
});
|
||||
}
|
||||
} else {
|
||||
file.data.removeEventListener('canplaythrough', Phaser.GAMES[this.game.id].load.fileComplete);
|
||||
this.game.cache.addSound(file.key, file.url, file.data, false, true);
|
||||
}
|
||||
break;
|
||||
case 'text':
|
||||
file.data = this._xhr.response;
|
||||
this.game.cache.addText(file.key, file.url, file.data);
|
||||
break;
|
||||
}
|
||||
if(loadNext) {
|
||||
this.nextFile(key, true);
|
||||
}
|
||||
};
|
||||
Loader.prototype.jsonLoadComplete = /**
|
||||
* Successfully loaded a JSON file.
|
||||
* @param key {string} Key of the loaded JSON file.
|
||||
*/
|
||||
function (key) {
|
||||
var data = JSON.parse(this._xhr.response);
|
||||
var file = this._fileList[key];
|
||||
this.game.cache.addTextureAtlas(file.key, file.url, file.data, data, file.format);
|
||||
this.nextFile(key, true);
|
||||
};
|
||||
Loader.prototype.dataLoadError = /**
|
||||
* Error occured when load a JSON.
|
||||
* @param key {string} Key of the error loading JSON file.
|
||||
*/
|
||||
function (key) {
|
||||
var file = this._fileList[key];
|
||||
file.error = true;
|
||||
throw new Error("Phaser.Loader dataLoadError: " + key);
|
||||
this.nextFile(key, true);
|
||||
};
|
||||
Loader.prototype.xmlLoadComplete = function (key) {
|
||||
var atlasData = this._xhr.response;
|
||||
var xml;
|
||||
try {
|
||||
if(window['DOMParser']) {
|
||||
var domparser = new DOMParser();
|
||||
xml = domparser.parseFromString(atlasData, "text/xml");
|
||||
} else {
|
||||
xml = new ActiveXObject("Microsoft.XMLDOM");
|
||||
xml.async = 'false';
|
||||
xml.loadXML(atlasData);
|
||||
}
|
||||
} catch (e) {
|
||||
xml = undefined;
|
||||
}
|
||||
if(!xml || !xml.documentElement || xml.getElementsByTagName("parsererror").length) {
|
||||
throw new Error("Phaser.Loader. Invalid XML given");
|
||||
}
|
||||
var file = this._fileList[key];
|
||||
this.game.cache.addTextureAtlas(file.key, file.url, file.data, xml, file.format);
|
||||
this.nextFile(key, true);
|
||||
};
|
||||
Loader.prototype.nextFile = /**
|
||||
* Handle loading next file.
|
||||
* @param previousKey {string} Key of previous loaded asset.
|
||||
* @param success {bool} Whether the previous asset loaded successfully or not.
|
||||
*/
|
||||
function (previousKey, success) {
|
||||
this.progress = Math.round(this.progress + this._progressChunk);
|
||||
if(this.progress > 100) {
|
||||
this.progress = 100;
|
||||
}
|
||||
this.onFileComplete.dispatch(this.progress, previousKey, success, this._queueSize - this._keys.length, this._queueSize);
|
||||
if(this._keys.length > 0) {
|
||||
this.loadFile();
|
||||
} else {
|
||||
this.hasLoaded = true;
|
||||
this.isLoading = false;
|
||||
this.removeAll();
|
||||
this.onLoadComplete.dispatch();
|
||||
}
|
||||
};
|
||||
Loader.prototype.checkKeyExists = /**
|
||||
* Check whether asset exists with a specific key.
|
||||
* @param key {string} Key of the asset you want to check.
|
||||
* @return {bool} Return true if exists, otherwise return false.
|
||||
*/
|
||||
function (key) {
|
||||
if(this._fileList[key]) {
|
||||
return true;
|
||||
} else {
|
||||
return false;
|
||||
}
|
||||
};
|
||||
return Loader;
|
||||
})();
|
||||
Phaser.Loader = Loader;
|
||||
})(Phaser || (Phaser = {}));
|
||||
@@ -0,0 +1,641 @@
|
||||
/// <reference path="../_definitions.ts" />
|
||||
|
||||
/**
|
||||
* Phaser - Loader
|
||||
*
|
||||
* The Loader handles loading all external content such as Images, Sounds, Texture Atlases and data files.
|
||||
* It uses a combination of Image() loading and xhr and provides for progress and completion callbacks.
|
||||
*/
|
||||
|
||||
module Phaser {
|
||||
|
||||
export class Loader {
|
||||
|
||||
/**
|
||||
* Loader constructor
|
||||
*
|
||||
* @param game {Phaser.Game} Current game instance.
|
||||
*/
|
||||
constructor(game: Game) {
|
||||
|
||||
this.game = game;
|
||||
|
||||
this._keys = [];
|
||||
this._fileList = {};
|
||||
this._xhr = new XMLHttpRequest();
|
||||
this._queueSize = 0;
|
||||
this.isLoading = false;
|
||||
|
||||
this.onFileComplete = new Phaser.Signal;
|
||||
this.onFileError = new Phaser.Signal;
|
||||
this.onLoadStart = new Phaser.Signal;
|
||||
this.onLoadComplete = new Phaser.Signal;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Local reference to Game.
|
||||
*/
|
||||
public game: Phaser.Game;
|
||||
|
||||
/**
|
||||
* Array stores assets keys. So you can get that asset by its unique key.
|
||||
*/
|
||||
private _keys: string[];
|
||||
|
||||
/**
|
||||
* Contains all the assets file infos.
|
||||
*/
|
||||
private _fileList;
|
||||
|
||||
/**
|
||||
* Indicates assets loading progress. (from 0 to 100)
|
||||
* @type {number}
|
||||
*/
|
||||
private _progressChunk: number;
|
||||
|
||||
private _xhr: XMLHttpRequest;
|
||||
|
||||
/**
|
||||
* Length of assets queue.
|
||||
* @type {number}
|
||||
*/
|
||||
private _queueSize: number;
|
||||
|
||||
/**
|
||||
* True if the Loader is in the process of loading a queue.
|
||||
* @type {bool}
|
||||
*/
|
||||
public isLoading: bool;
|
||||
|
||||
/**
|
||||
* True if game is completely loaded.
|
||||
* @type {bool}
|
||||
*/
|
||||
public hasLoaded: bool;
|
||||
|
||||
/**
|
||||
* Loading progress (from 0 to 100)
|
||||
* @type {number}
|
||||
*/
|
||||
public progress: number;
|
||||
|
||||
/**
|
||||
* The crossOrigin value applied to loaded images
|
||||
* @type {string}
|
||||
*/
|
||||
public crossOrigin: string = '';
|
||||
|
||||
// If you want to append a URL before the path of any asset you can set this here.
|
||||
// Useful if you need to allow an asset url to be configured outside of the game code.
|
||||
// MUST have / on the end of it!
|
||||
public baseURL: string = '';
|
||||
|
||||
public onFileComplete: Phaser.Signal;
|
||||
public onFileError: Phaser.Signal;
|
||||
public onLoadStart: Phaser.Signal;
|
||||
public onLoadComplete: Phaser.Signal;
|
||||
|
||||
/**
|
||||
* TextureAtlas data format constants
|
||||
*/
|
||||
public static TEXTURE_ATLAS_JSON_ARRAY: number = 0;
|
||||
public static TEXTURE_ATLAS_JSON_HASH: number = 1;
|
||||
public static TEXTURE_ATLAS_XML_STARLING: number = 2;
|
||||
|
||||
/**
|
||||
* Reset loader, this will remove all loaded assets.
|
||||
*/
|
||||
public reset() {
|
||||
this._queueSize = 0;
|
||||
this.isLoading = false;
|
||||
}
|
||||
|
||||
public get queueSize(): number {
|
||||
return this._queueSize;
|
||||
}
|
||||
|
||||
/**
|
||||
* Add a new image asset loading request with key and url.
|
||||
* @param key {string} Unique asset key of this image file.
|
||||
* @param url {string} URL of image file.
|
||||
*/
|
||||
public image(key: string, url: string, overwrite: bool = false) {
|
||||
|
||||
if (overwrite == true || this.checkKeyExists(key) == false)
|
||||
{
|
||||
this._queueSize++;
|
||||
this._fileList[key] = { type: 'image', key: key, url: url, data: null, error: false, loaded: false };
|
||||
this._keys.push(key);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Add a new sprite sheet loading request.
|
||||
* @param key {string} Unique asset key of the sheet file.
|
||||
* @param url {string} URL of sheet file.
|
||||
* @param frameWidth {number} Width of each single frame.
|
||||
* @param frameHeight {number} Height of each single frame.
|
||||
* @param frameMax {number} How many frames in this sprite sheet.
|
||||
*/
|
||||
public spritesheet(key: string, url: string, frameWidth: number, frameHeight: number, frameMax: number = -1) {
|
||||
|
||||
if (this.checkKeyExists(key) === false)
|
||||
{
|
||||
this._queueSize++;
|
||||
this._fileList[key] = { type: 'spritesheet', key: key, url: url, data: null, frameWidth: frameWidth, frameHeight: frameHeight, frameMax: frameMax, error: false, loaded: false };
|
||||
this._keys.push(key);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Add a new texture atlas loading request.
|
||||
* @param key {string} Unique asset key of the texture atlas file.
|
||||
* @param textureURL {string} The url of the texture atlas image file.
|
||||
* @param [atlasURL] {string} The url of the texture atlas data file (json/xml)
|
||||
* @param [atlasData] {object} A JSON or XML data object.
|
||||
* @param [format] {number} A value describing the format of the data.
|
||||
*/
|
||||
public atlas(key: string, textureURL: string, atlasURL: string = null, atlasData = null, format:number = Loader.TEXTURE_ATLAS_JSON_ARRAY) {
|
||||
|
||||
if (this.checkKeyExists(key) === false)
|
||||
{
|
||||
if (atlasURL !== null)
|
||||
{
|
||||
// A URL to a json/xml file has been given
|
||||
this._queueSize++;
|
||||
this._fileList[key] = { type: 'textureatlas', key: key, url: textureURL, atlasURL: atlasURL, data: null, format: format, error: false, loaded: false };
|
||||
this._keys.push(key);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (format == Loader.TEXTURE_ATLAS_JSON_ARRAY)
|
||||
{
|
||||
// A json string or object has been given
|
||||
if (typeof atlasData === 'string')
|
||||
{
|
||||
atlasData = JSON.parse(atlasData);
|
||||
}
|
||||
|
||||
this._queueSize++;
|
||||
this._fileList[key] = { type: 'textureatlas', key: key, url: textureURL, data: null, atlasURL: null, atlasData: atlasData, format: format, error: false, loaded: false };
|
||||
this._keys.push(key);
|
||||
}
|
||||
else if (format == Loader.TEXTURE_ATLAS_XML_STARLING)
|
||||
{
|
||||
// An xml string or object has been given
|
||||
if (typeof atlasData === 'string')
|
||||
{
|
||||
var xml;
|
||||
|
||||
try
|
||||
{
|
||||
if (window['DOMParser'])
|
||||
{
|
||||
var domparser = new DOMParser();
|
||||
xml = domparser.parseFromString(atlasData, "text/xml");
|
||||
}
|
||||
else
|
||||
{
|
||||
xml = new ActiveXObject("Microsoft.XMLDOM");
|
||||
xml.async = 'false';
|
||||
xml.loadXML(atlasData);
|
||||
}
|
||||
}
|
||||
catch (e)
|
||||
{
|
||||
xml = undefined;
|
||||
}
|
||||
|
||||
if (!xml || !xml.documentElement || xml.getElementsByTagName("parsererror").length)
|
||||
{
|
||||
throw new Error("Phaser.Loader. Invalid Texture Atlas XML given");
|
||||
}
|
||||
else
|
||||
{
|
||||
atlasData = xml;
|
||||
}
|
||||
}
|
||||
|
||||
this._queueSize++;
|
||||
this._fileList[key] = { type: 'textureatlas', key: key, url: textureURL, data: null, atlasURL: null, atlasData: atlasData, format: format, error: false, loaded: false };
|
||||
this._keys.push(key);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Add a new audio file loading request.
|
||||
* @param key {string} Unique asset key of the audio file.
|
||||
* @param urls {Array} An array containing the URLs of the audio files, i.e.: [ 'jump.mp3', 'jump.ogg', 'jump.m4a' ]
|
||||
* @param autoDecode {bool} When using Web Audio the audio files can either be decoded at load time or run-time. They can't be played until they are decoded, but this let's you control when that happens. Decoding is a non-blocking async process.
|
||||
*/
|
||||
public audio(key: string, urls: string[], autoDecode: bool = true) {
|
||||
|
||||
if (this.checkKeyExists(key) === false)
|
||||
{
|
||||
this._queueSize++;
|
||||
this._fileList[key] = { type: 'audio', key: key, url: urls, data: null, buffer: null, error: false, loaded: false, autoDecode: autoDecode };
|
||||
this._keys.push(key);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Add a new text file loading request.
|
||||
* @param key {string} Unique asset key of the text file.
|
||||
* @param url {string} URL of text file.
|
||||
*/
|
||||
public text(key: string, url: string) {
|
||||
|
||||
if (this.checkKeyExists(key) === false)
|
||||
{
|
||||
this._queueSize++;
|
||||
this._fileList[key] = { type: 'text', key: key, url: url, data: null, error: false, loaded: false };
|
||||
this._keys.push(key);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Remove loading request of a file.
|
||||
* @param key {string} Key of the file you want to remove.
|
||||
*/
|
||||
public removeFile(key: string) {
|
||||
|
||||
delete this._fileList[key];
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Remove all file loading requests.
|
||||
*/
|
||||
public removeAll() {
|
||||
|
||||
this._fileList = {};
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Load assets.
|
||||
*/
|
||||
public start() {
|
||||
|
||||
if (this.isLoading)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
this.progress = 0;
|
||||
this.hasLoaded = false;
|
||||
this.isLoading = true;
|
||||
|
||||
this.onLoadStart.dispatch(this.queueSize);
|
||||
|
||||
if (this._keys.length > 0)
|
||||
{
|
||||
this._progressChunk = 100 / this._keys.length;
|
||||
this.loadFile();
|
||||
}
|
||||
else
|
||||
{
|
||||
this.progress = 100;
|
||||
this.hasLoaded = true;
|
||||
this.onLoadComplete.dispatch();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Load files. Private method ONLY used by loader.
|
||||
*/
|
||||
private loadFile() {
|
||||
|
||||
var file = this._fileList[this._keys.pop()];
|
||||
|
||||
// Image or Data?
|
||||
|
||||
switch (file.type)
|
||||
{
|
||||
case 'image':
|
||||
case 'spritesheet':
|
||||
case 'textureatlas':
|
||||
file.data = new Image();
|
||||
file.data.name = file.key;
|
||||
file.data.onload = () => this.fileComplete(file.key);
|
||||
file.data.onerror = () => this.fileError(file.key);
|
||||
file.data.crossOrigin = this.crossOrigin;
|
||||
file.data.src = this.baseURL + file.url;
|
||||
break;
|
||||
|
||||
case 'audio':
|
||||
|
||||
file.url = this.getAudioURL(file.url);
|
||||
|
||||
if (file.url !== null)
|
||||
{
|
||||
// WebAudio or Audio Tag?
|
||||
if (this.game.sound.usingWebAudio)
|
||||
{
|
||||
this._xhr.open("GET", this.baseURL + file.url, true);
|
||||
this._xhr.responseType = "arraybuffer";
|
||||
this._xhr.onload = () => this.fileComplete(file.key);
|
||||
this._xhr.onerror = () => this.fileError(file.key);
|
||||
this._xhr.send();
|
||||
}
|
||||
else if (this.game.sound.usingAudioTag)
|
||||
{
|
||||
if (this.game.sound.touchLocked)
|
||||
{
|
||||
// If audio is locked we can't do this yet, so need to queue this load request somehow. Bum.
|
||||
file.data = new Audio();
|
||||
file.data.name = file.key;
|
||||
file.data.preload = 'auto';
|
||||
file.data.src = this.baseURL + file.url;
|
||||
this.fileComplete(file.key);
|
||||
}
|
||||
else
|
||||
{
|
||||
file.data = new Audio();
|
||||
file.data.name = file.key;
|
||||
file.data.onerror = () => this.fileError(file.key);
|
||||
file.data.preload = 'auto';
|
||||
file.data.src = this.baseURL + file.url;
|
||||
file.data.addEventListener('canplaythrough', Phaser.GAMES[this.game.id].load.fileComplete(file.key), false);
|
||||
file.data.load();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 'text':
|
||||
this._xhr.open("GET", this.baseURL + file.url, true);
|
||||
this._xhr.responseType = "text";
|
||||
this._xhr.onload = () => this.fileComplete(file.key);
|
||||
this._xhr.onerror = () => this.fileError(file.key);
|
||||
this._xhr.send();
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
private getAudioURL(urls): string {
|
||||
|
||||
var extension: string;
|
||||
|
||||
for (var i = 0; i < urls.length; i++)
|
||||
{
|
||||
extension = urls[i].toLowerCase();
|
||||
extension = extension.substr((Math.max(0, extension.lastIndexOf(".")) || Infinity) + 1);
|
||||
|
||||
if (this.game.device.canPlayAudio(extension))
|
||||
{
|
||||
return urls[i];
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
return null;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Error occured when load a file.
|
||||
* @param key {string} Key of the error loading file.
|
||||
*/
|
||||
private fileError(key: string) {
|
||||
|
||||
this._fileList[key].loaded = true;
|
||||
this._fileList[key].error = true;
|
||||
|
||||
this.onFileError.dispatch(key);
|
||||
|
||||
throw new Error("Phaser.Loader error loading file: " + key);
|
||||
|
||||
this.nextFile(key, false);
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Called when a file is successfully loaded.
|
||||
* @param key {string} Key of the successfully loaded file.
|
||||
*/
|
||||
private fileComplete(key: string) {
|
||||
|
||||
if (!this._fileList[key])
|
||||
{
|
||||
throw new Error('Phaser.Loader fileComplete invalid key ' + key);
|
||||
return;
|
||||
}
|
||||
|
||||
this._fileList[key].loaded = true;
|
||||
|
||||
var file = this._fileList[key];
|
||||
var loadNext: bool = true;
|
||||
|
||||
switch (file.type)
|
||||
{
|
||||
case 'image':
|
||||
this.game.cache.addImage(file.key, file.url, file.data);
|
||||
break;
|
||||
|
||||
case 'spritesheet':
|
||||
this.game.cache.addSpriteSheet(file.key, file.url, file.data, file.frameWidth, file.frameHeight, file.frameMax);
|
||||
break;
|
||||
|
||||
case 'textureatlas':
|
||||
if (file.atlasURL == null)
|
||||
{
|
||||
this.game.cache.addTextureAtlas(file.key, file.url, file.data, file.atlasData, file.format);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Load the JSON or XML before carrying on with the next file
|
||||
loadNext = false;
|
||||
this._xhr.open("GET", this.baseURL + file.atlasURL, true);
|
||||
this._xhr.responseType = "text";
|
||||
|
||||
if (file.format == Loader.TEXTURE_ATLAS_JSON_ARRAY)
|
||||
{
|
||||
this._xhr.onload = () => this.jsonLoadComplete(file.key);
|
||||
}
|
||||
else if (file.format == Loader.TEXTURE_ATLAS_XML_STARLING)
|
||||
{
|
||||
this._xhr.onload = () => this.xmlLoadComplete(file.key);
|
||||
}
|
||||
|
||||
this._xhr.onerror = () => this.dataLoadError(file.key);
|
||||
this._xhr.send();
|
||||
}
|
||||
break;
|
||||
|
||||
case 'audio':
|
||||
|
||||
if (this.game.sound.usingWebAudio)
|
||||
{
|
||||
file.data = this._xhr.response;
|
||||
|
||||
this.game.cache.addSound(file.key, file.url, file.data, true, false);
|
||||
|
||||
if (file.autoDecode)
|
||||
{
|
||||
this.game.cache.updateSound(key, 'isDecoding', true);
|
||||
|
||||
var that = this;
|
||||
var key = file.key;
|
||||
|
||||
this.game.sound.context.decodeAudioData(file.data, function (buffer) {
|
||||
if (buffer)
|
||||
{
|
||||
that.game.cache.decodedSound(key, buffer);
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
file.data.removeEventListener('canplaythrough', Phaser.GAMES[this.game.id].load.fileComplete);
|
||||
this.game.cache.addSound(file.key, file.url, file.data, false, true);
|
||||
}
|
||||
break;
|
||||
|
||||
case 'text':
|
||||
file.data = this._xhr.response;
|
||||
this.game.cache.addText(file.key, file.url, file.data);
|
||||
break;
|
||||
}
|
||||
|
||||
if (loadNext)
|
||||
{
|
||||
this.nextFile(key, true);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Successfully loaded a JSON file.
|
||||
* @param key {string} Key of the loaded JSON file.
|
||||
*/
|
||||
private jsonLoadComplete(key: string) {
|
||||
|
||||
var data = JSON.parse(this._xhr.response);
|
||||
var file = this._fileList[key];
|
||||
|
||||
this.game.cache.addTextureAtlas(file.key, file.url, file.data, data, file.format);
|
||||
|
||||
this.nextFile(key, true);
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Error occured when load a JSON.
|
||||
* @param key {string} Key of the error loading JSON file.
|
||||
*/
|
||||
private dataLoadError(key: string) {
|
||||
|
||||
var file = this._fileList[key];
|
||||
|
||||
file.error = true;
|
||||
|
||||
throw new Error("Phaser.Loader dataLoadError: " + key);
|
||||
|
||||
this.nextFile(key, true);
|
||||
|
||||
}
|
||||
|
||||
private xmlLoadComplete(key: string) {
|
||||
|
||||
var atlasData = this._xhr.response;
|
||||
var xml;
|
||||
|
||||
try
|
||||
{
|
||||
if (window['DOMParser'])
|
||||
{
|
||||
var domparser = new DOMParser();
|
||||
xml = domparser.parseFromString(atlasData, "text/xml");
|
||||
}
|
||||
else
|
||||
{
|
||||
xml = new ActiveXObject("Microsoft.XMLDOM");
|
||||
xml.async = 'false';
|
||||
xml.loadXML(atlasData);
|
||||
}
|
||||
}
|
||||
catch (e)
|
||||
{
|
||||
xml = undefined;
|
||||
}
|
||||
|
||||
if (!xml || !xml.documentElement || xml.getElementsByTagName("parsererror").length)
|
||||
{
|
||||
throw new Error("Phaser.Loader. Invalid XML given");
|
||||
}
|
||||
|
||||
var file = this._fileList[key];
|
||||
this.game.cache.addTextureAtlas(file.key, file.url, file.data, xml, file.format);
|
||||
|
||||
this.nextFile(key, true);
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Handle loading next file.
|
||||
* @param previousKey {string} Key of previous loaded asset.
|
||||
* @param success {bool} Whether the previous asset loaded successfully or not.
|
||||
*/
|
||||
private nextFile(previousKey: string, success: bool) {
|
||||
|
||||
this.progress = Math.round(this.progress + this._progressChunk);
|
||||
|
||||
if (this.progress > 100)
|
||||
{
|
||||
this.progress = 100;
|
||||
}
|
||||
|
||||
this.onFileComplete.dispatch(this.progress, previousKey, success, this._queueSize - this._keys.length, this._queueSize);
|
||||
|
||||
if (this._keys.length > 0)
|
||||
{
|
||||
this.loadFile();
|
||||
}
|
||||
else
|
||||
{
|
||||
this.hasLoaded = true;
|
||||
this.isLoading = false;
|
||||
|
||||
this.removeAll();
|
||||
|
||||
this.onLoadComplete.dispatch();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Check whether asset exists with a specific key.
|
||||
* @param key {string} Key of the asset you want to check.
|
||||
* @return {bool} Return true if exists, otherwise return false.
|
||||
*/
|
||||
private checkKeyExists(key: string): bool {
|
||||
|
||||
if (this._fileList[key])
|
||||
{
|
||||
return true;
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
Reference in New Issue
Block a user