Farewell TypeScript, see you on the other side.

This commit is contained in:
Richard Davey
2013-08-28 07:02:57 +01:00
parent 0e55e644a9
commit 09def364c3
989 changed files with 67634 additions and 14984 deletions
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/**
* 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.
*
* @package Phaser.Cache
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
*/
Phaser.Cache = function (game) {
this.game = game;
};
Phaser.Cache.prototype = {
/**
* Local reference to Game.
*/
game: null,
/**
* Canvas key-value container.
* @type {object}
* @private
*/
_canvases: {},
/**
* Image key-value container.
* @type {object}
*/
_images: {},
/**
* Sound key-value container.
* @type {object}
*/
_sounds: {},
/**
* Text key-value container.
* @type {object}
*/
_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.
*/
addCanvas: function (key, canvas, context) {
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.
*/
addSpriteSheet: function (key, url, data, frameWidth, frameHeight, frameMax) {
this._images[key] = { url: url, data: data, spriteSheet: true, frameWidth: frameWidth, frameHeight: frameHeight };
this._images[key].frameData = Phaser.Animation.Parser.spriteSheet(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.
*/
addTextureAtlas: function (key, url, data, atlasData, format) {
this._images[key] = { url: url, data: data, spriteSheet: true };
if (format == Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY)
{
this._images[key].frameData = Phaser.Animation.Parser.JSONData(this.game, atlasData);
}
else if (format == Phaser.Loader.TEXTURE_ATLAS_XML_STARLING)
{
this._images[key].frameData = Phaser.Animation.Parser.XMLData(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.
*/
addImage: function (key, url, 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.
*/
addSound: function (key, url, data, webAudio, audioTag) {
if (typeof webAudio === "undefined") { webAudio = true; }
if (typeof audioTag === "undefined") { audioTag = false; }
var locked = this.game.sound.touchLocked;
var decoded = false;
if (audioTag) {
decoded = true;
}
this._sounds[key] = { url: url, data: data, locked: locked, isDecoding: false, decoded: decoded, webAudio: webAudio, audioTag: audioTag };
},
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();
}
},
reloadSoundComplete: function (key) {
if (this._sounds[key]) {
this._sounds[key].locked = false;
this.onSoundUnlock.dispatch(key);
}
},
updateSound: function (key, property, 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.
*/
decodedSound: function (key, 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.
*/
addText: function (key, url, 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.
*/
getCanvas: function (key) {
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.
*/
getImage: function (key) {
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.
*/
getFrameData: function (key) {
if (this._images[key] && this._images[key].frameData) {
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.
*/
getSound: function (key) {
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.
*/
getSoundData: function (key) {
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.
*/
isSoundDecoded: function (key) {
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.
*/
isSoundReady: function (key) {
return (this._sounds[key] && this._sounds[key].decoded == true && this._sounds[key].locked == 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.
*/
isSpriteSheet: function (key) {
if (this._images[key]) {
return this._images[key].spriteSheet;
}
return false;
},
/**
* Get text data by key.
* @param key Asset key of the text data you want.
* @return {object} The text data you want.
*/
getText: function (key) {
if (this._text[key]) {
return this._text[key].data;
}
return null;
},
getKeys: function (array) {
var output = [];
for (var item in array) {
output.push(item);
}
return output;
},
/**
* Returns an array containing all of the keys of Images in the Cache.
* @return {Array} The string based keys in the Cache.
*/
getImageKeys: function () {
return this.getKeys(this._images);
},
/**
* Returns an array containing all of the keys of Sounds in the Cache.
* @return {Array} The string based keys in the Cache.
*/
getSoundKeys: function () {
return this.getKeys(this._sounds);
},
/**
* Returns an array containing all of the keys of Text Files in the Cache.
* @return {Array} The string based keys in the Cache.
*/
getTextKeys: function () {
return this.getKeys(this._text);
},
removeCanvas: function (key) {
delete this._canvases[key];
},
removeImage: function (key) {
delete this._images[key];
},
removeSound: function (key) {
delete this._sounds[key];
},
removeText: function (key) {
delete this._text[key];
},
/**
* Clean up cache memory.
*/
destroy: 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']];
}
}
};
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/**
* 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 progress and completion callbacks.
*/
Phaser.Loader = function (game) {
this.game = game;
this._xhr = new XMLHttpRequest();
this.onFileComplete = new Phaser.Signal;
this.onFileError = new Phaser.Signal;
this.onLoadStart = new Phaser.Signal;
this.onLoadComplete = new Phaser.Signal;
};
/**
* TextureAtlas data format constants
*/
Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY = 0;
Phaser.Loader.TEXTURE_ATLAS_JSON_HASH = 1;
Phaser.Loader.TEXTURE_ATLAS_XML_STARLING = 2;
Phaser.Loader.prototype = {
/**
* Local reference to Game.
*/
game: null,
/**
* Array stores assets keys. So you can get that asset by its unique key.
*/
_keys: [],
/**
* Contains all the assets file infos.
*/
_fileList: {},
/**
* Indicates assets loading progress. (from 0 to 100)
* @type {number}
*/
_progressChunk: 0,
/**
* An XMLHttpRequest object used for loading text and audio data
* @type {XMLHttpRequest}
*/
_xhr: null,
/**
* Length of assets queue.
* @type {number}
*/
queueSize: 0,
/**
* True if the Loader is in the process of loading the queue.
* @type {bool}
*/
isLoading: false,
/**
* True if all assets in the queue have finished loading.
* @type {bool}
*/
hasLoaded: false,
/**
* The Load progress percentage value (from 0 to 100)
* @type {number}
*/
progress: 0,
/**
* The crossOrigin value applied to loaded images
* @type {string}
*/
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!
* @type {string}
*/
baseURL: '',
/**
* Event Signals
*/
onFileComplete: null,
onFileError: null,
onLoadStart: null,
onLoadComplete: null,
/**
* 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.
*/
checkKeyExists: function (key) {
if (this._fileList[key]) {
return true;
} else {
return false;
}
},
/**
* Reset loader, this will remove all loaded assets.
*/
reset: function () {
this.queueSize = 0;
this.isLoading = false;
},
/**
* Internal function that adds a new entry to the file list.
*/
addToFileList: function (type, key, url, properties) {
var entry = {
type: type,
key: key,
url: url,
data: null,
error: false,
loaded: false
};
if (typeof properties !== "undefined") {
for (var prop in properties) {
entry[prop] = properties[prop];
}
}
this._fileList[key] = entry;
this._keys.push(key);
this.queueSize++;
},
/**
* Add an image to the Loader.
* @param key {string} Unique asset key of this image file.
* @param url {string} URL of image file.
* @param overwrite {boolean} If an entry with a matching key already exists this will over-write it
*/
image: function (key, url, overwrite) {
if (typeof overwrite === "undefined") { overwrite = false; }
if (overwrite || this.checkKeyExists(key) == false) {
this.addToFileList('image', key, url);
}
},
/**
* Add a text file to the Loader.
* @param key {string} Unique asset key of the text file.
* @param url {string} URL of the text file.
*/
text: function (key, url, overwrite) {
if (typeof overwrite === "undefined") { overwrite = false; }
if (overwrite || this.checkKeyExists(key) == false) {
this.addToFileList('text', key, url);
}
},
/**
* 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.
*/
spritesheet: function (key, url, frameWidth, frameHeight, frameMax) {
if (typeof frameMax === "undefined") { frameMax = -1; }
if (this.checkKeyExists(key) === false) {
this.addToFileList('spritesheet', key, url, { frameWidth: frameWidth, frameHeight: frameHeight, frameMax: frameMax });
}
},
/**
* 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.
*/
audio: function (key, urls, autoDecode) {
if (typeof autoDecode === "undefined") { autoDecode = true; }
if (this.checkKeyExists(key) === false) {
this.addToFileList('audio', key, urls, { buffer: null, autoDecode: autoDecode });
}
},
atlasJSON: function (key, textureURL, atlasURL, atlasData) {
if (typeof atlasURL === "undefined") { atlasURL = null; }
if (typeof atlasData === "undefined") { atlasData = null; }
this.atlas(key, textureURL, atlasURL, atlasData, Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY);
},
atlasJSONHash: function (key, textureURL, atlasURL, atlasData) {
if (typeof atlasURL === "undefined") { atlasURL = null; }
if (typeof atlasData === "undefined") { atlasData = null; }
this.atlas(key, textureURL, atlasURL, atlasData, Phaser.Loader.TEXTURE_ATLAS_JSON_HASH);
},
atlasXML: function (key, textureURL, atlasURL, atlasData) {
if (typeof atlasURL === "undefined") { atlasURL = null; }
if (typeof atlasData === "undefined") { atlasData = null; }
this.atlas(key, textureURL, atlasURL, atlasData, Phaser.Loader.TEXTURE_ATLAS_XML_STARLING);
},
/**
* 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.
*/
atlas: function (key, textureURL, atlasURL, atlasData, format) {
if (typeof atlasURL === "undefined") { atlasURL = null; }
if (typeof atlasData === "undefined") { atlasData = null; }
if (typeof format === "undefined") { format = Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY; }
if (this.checkKeyExists(key) === false) {
// A URL to a json/xml file has been given
if (atlasURL) {
this.addToFileList('textureatlas', key, textureURL, { atlasURL: atlasURL, format: format });
}
else
{
switch (format) {
// A json string or object has been given
case Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY:
if (typeof atlasData === 'string') {
atlasData = JSON.parse(atlasData);
}
break;
// An xml string or object has been given
case Phaser.Loader.TEXTURE_ATLAS_XML_STARLING:
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;
}
}
break;
}
this.addToFileList('textureatlas', key, textureURL, { atlasURL: null, atlasData: atlasData, format: format });
}
}
},
/**
* Remove loading request of a file.
* @param key {string} Key of the file you want to remove.
*/
removeFile: function (key) {
delete this._fileList[key];
},
/**
* Remove all file loading requests.
*/
removeAll: function () {
this._fileList = {};
},
/**
* Load assets.
*/
start: 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();
}
},
/**
* Load files. Private method ONLY used by loader.
* @private
*/
loadFile: function () {
var file = this._fileList[this._keys.shift()];
var _this = this;
// 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;
}
},
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;
},
/**
* Error occured when load a file.
* @param key {string} Key of the error loading file.
*/
fileError: 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);
},
/**
* Called when a file is successfully loaded.
* @param key {string} Key of the successfully loaded file.
*/
fileComplete: function (key) {
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;
var _this = this;
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 == Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY || file.format == Phaser.Loader.TEXTURE_ATLAS_JSON_HASH)
{
this._xhr.onload = function () {
return _this.jsonLoadComplete(file.key);
};
}
else if (file.format == Phaser.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);
}
},
/**
* Successfully loaded a JSON file.
* @param key {string} Key of the loaded JSON file.
*/
jsonLoadComplete: 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);
},
/**
* Error occured when load a JSON.
* @param key {string} Key of the error loading JSON file.
*/
dataLoadError: function (key) {
var file = this._fileList[key];
file.error = true;
throw new Error("Phaser.Loader dataLoadError: " + key);
this.nextFile(key, true);
},
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);
},
/**
* Handle loading next file.
* @param previousKey {string} Key of previous loaded asset.
* @param success {bool} Whether the previous asset loaded successfully or not.
*/
nextFile: 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();
}
}
};