mirror of
https://github.com/wassname/phaser.git
synced 2026-08-16 11:25:21 +08:00
Farewell TypeScript, see you on the other side.
This commit is contained in:
@@ -0,0 +1,391 @@
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/**
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* 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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* @package Phaser.Cache
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013 Photon Storm Ltd.
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* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
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*/
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Phaser.Cache = function (game) {
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this.game = game;
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};
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Phaser.Cache.prototype = {
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/**
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* Local reference to Game.
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*/
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game: null,
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/**
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* Canvas key-value container.
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* @type {object}
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* @private
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*/
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_canvases: {},
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/**
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* Image key-value container.
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* @type {object}
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*/
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_images: {},
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/**
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* Sound key-value container.
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* @type {object}
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*/
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_sounds: {},
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/**
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* Text key-value container.
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* @type {object}
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*/
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_text: {},
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/**
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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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addCanvas: function (key, canvas, context) {
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this._canvases[key] = { canvas: canvas, context: context };
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},
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/**
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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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addSpriteSheet: function (key, url, data, frameWidth, frameHeight, frameMax) {
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this._images[key] = { url: url, data: data, spriteSheet: true, frameWidth: frameWidth, frameHeight: frameHeight };
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this._images[key].frameData = Phaser.Animation.Parser.spriteSheet(this.game, key, frameWidth, frameHeight, frameMax);
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},
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/**
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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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addTextureAtlas: function (key, url, data, atlasData, format) {
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this._images[key] = { url: url, data: data, spriteSheet: true };
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if (format == Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY)
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{
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this._images[key].frameData = Phaser.Animation.Parser.JSONData(this.game, atlasData);
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}
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else if (format == Phaser.Loader.TEXTURE_ATLAS_XML_STARLING)
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{
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this._images[key].frameData = Phaser.Animation.Parser.XMLData(this.game, atlasData, format);
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}
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},
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/**
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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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addImage: function (key, url, data) {
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this._images[key] = { url: url, data: data, spriteSheet: false };
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},
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/**
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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.
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* @param data {object} Extra sound data.
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*/
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addSound: 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) {
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decoded = true;
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}
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this._sounds[key] = { url: url, data: data, locked: locked, isDecoding: false, decoded: decoded, webAudio: webAudio, audioTag: audioTag };
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},
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reloadSound: function (key) {
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var _this = this;
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if (this._sounds[key]) {
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this._sounds[key].data.src = this._sounds[key].url;
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this._sounds[key].data.addEventListener('canplaythrough', function () {
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return _this.reloadSoundComplete(key);
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}, false);
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this._sounds[key].data.load();
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}
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},
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reloadSoundComplete: function (key) {
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if (this._sounds[key]) {
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this._sounds[key].locked = false;
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this.onSoundUnlock.dispatch(key);
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}
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},
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updateSound: function (key, property, value) {
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if (this._sounds[key]) {
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this._sounds[key][property] = value;
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}
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},
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/**
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* Add a new decoded sound.
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* @param key {string} Asset key for the sound.
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* @param data {object} Extra sound data.
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*/
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decodedSound: function (key, data) {
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this._sounds[key].data = data;
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this._sounds[key].decoded = true;
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this._sounds[key].isDecoding = false;
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},
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/**
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* Add a new text data.
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* @param key {string} Asset key for the text data.
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* @param url {string} URL of this text data file.
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* @param data {object} Extra text data.
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*/
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addText: function (key, url, data) {
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this._text[key] = {
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url: url,
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data: data
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};
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},
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/**
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* Get canvas by key.
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* @param key Asset key of the canvas you want.
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* @return {object} The canvas you want.
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*/
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getCanvas: function (key) {
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if (this._canvases[key]) {
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return this._canvases[key].canvas;
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}
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return null;
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},
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/**
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* Get image data by key.
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* @param key Asset key of the image you want.
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* @return {object} The image data you want.
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*/
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getImage: function (key) {
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if (this._images[key]) {
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return this._images[key].data;
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}
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return null;
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},
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/**
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* Get frame data by key.
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* @param key Asset key of the frame data you want.
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* @return {object} The frame data you want.
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*/
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getFrameData: function (key) {
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if (this._images[key] && this._images[key].frameData) {
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return this._images[key].frameData;
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}
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return null;
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},
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/**
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* Get sound by key.
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* @param key Asset key of the sound you want.
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* @return {object} The sound you want.
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*/
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getSound: function (key) {
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if (this._sounds[key]) {
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return this._sounds[key];
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}
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return null;
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},
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/**
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* Get sound data by key.
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* @param key Asset key of the sound you want.
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* @return {object} The sound data you want.
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*/
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getSoundData: function (key) {
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if (this._sounds[key]) {
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return this._sounds[key].data;
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}
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return null;
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},
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/**
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* Check whether an asset is decoded sound.
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* @param key Asset key of the sound you want.
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* @return {object} The sound data you want.
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*/
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isSoundDecoded: function (key) {
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if (this._sounds[key]) {
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return this._sounds[key].decoded;
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}
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},
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/**
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* Check whether an asset is decoded sound.
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* @param key Asset key of the sound you want.
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* @return {object} The sound data you want.
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*/
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isSoundReady: function (key) {
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return (this._sounds[key] && this._sounds[key].decoded == true && this._sounds[key].locked == false);
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},
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/**
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* Check whether an asset is sprite sheet.
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* @param key Asset key of the sprite sheet you want.
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* @return {object} The sprite sheet data you want.
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*/
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isSpriteSheet: function (key) {
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if (this._images[key]) {
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return this._images[key].spriteSheet;
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}
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return false;
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},
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/**
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* Get text data by key.
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* @param key Asset key of the text data you want.
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* @return {object} The text data you want.
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*/
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getText: function (key) {
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if (this._text[key]) {
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return this._text[key].data;
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}
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return null;
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},
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getKeys: function (array) {
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var output = [];
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for (var item in array) {
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output.push(item);
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}
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return output;
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},
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/**
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* Returns an array containing all of the keys of Images in the Cache.
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* @return {Array} The string based keys in the Cache.
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*/
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getImageKeys: function () {
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return this.getKeys(this._images);
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},
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/**
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* Returns an array containing all of the keys of Sounds in the Cache.
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* @return {Array} The string based keys in the Cache.
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*/
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getSoundKeys: function () {
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return this.getKeys(this._sounds);
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},
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/**
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* Returns an array containing all of the keys of Text Files in the Cache.
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* @return {Array} The string based keys in the Cache.
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*/
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getTextKeys: function () {
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return this.getKeys(this._text);
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},
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removeCanvas: function (key) {
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delete this._canvases[key];
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},
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removeImage: function (key) {
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delete this._images[key];
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},
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removeSound: function (key) {
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delete this._sounds[key];
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},
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removeText: function (key) {
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delete this._text[key];
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},
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/**
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* Clean up cache memory.
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*/
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destroy: function () {
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for (var item in this._canvases) {
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delete this._canvases[item['key']];
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}
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for (var item in this._images) {
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delete this._images[item['key']];
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}
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for (var item in this._sounds) {
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delete this._sounds[item['key']];
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}
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for (var item in this._text) {
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delete this._text[item['key']];
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}
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||||
}
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||||
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};
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@@ -0,0 +1,682 @@
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/**
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||||
* Phaser.Loader
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||||
*
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||||
* The Loader handles loading all external content such as Images, Sounds, Texture Atlases and data files.
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||||
* It uses a combination of Image() loading and xhr and provides progress and completion callbacks.
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||||
*/
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Phaser.Loader = function (game) {
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||||
this.game = game;
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this._xhr = new XMLHttpRequest();
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this.onFileComplete = new Phaser.Signal;
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||||
this.onFileError = new Phaser.Signal;
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||||
this.onLoadStart = new Phaser.Signal;
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||||
this.onLoadComplete = new Phaser.Signal;
|
||||
|
||||
};
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||||
/**
|
||||
* TextureAtlas data format constants
|
||||
*/
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||||
Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY = 0;
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||||
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();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
};
|
||||
Reference in New Issue
Block a user