mirror of
https://github.com/wassname/phaser.git
synced 2026-08-13 12:30:11 +08:00
Refactoring ready for 1.0 release.
This commit is contained in:
@@ -0,0 +1,293 @@
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/// <reference path="../Game.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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module Phaser {
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export class Cache {
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/**
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* Cache constructor
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*/
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constructor(game: Game) {
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this._game = game;
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this._canvases = {};
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this._images = {};
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this._sounds = {};
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this._text = {};
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}
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/**
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* Local private reference to game.
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*/
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private _game: Game;
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/**
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* Canvas key-value container.
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* @type {object}
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*/
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private _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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private _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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private _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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private _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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public addCanvas(key: string, canvas: HTMLCanvasElement, context: CanvasRenderingContext2D) {
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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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public addSpriteSheet(key: string, url: string, data, frameWidth: number, frameHeight: number, frameMax: number) {
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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 = AnimationLoader.parseSpriteSheet(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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public addTextureAtlas(key: string, url: string, 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 = AnimationLoader.parseJSONData(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 = AnimationLoader.parseXMLData(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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public addImage(key: string, url: string, 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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public addSound(key: string, url: string, data) {
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this._sounds[key] = { url: url, data: data, decoded: false };
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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 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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public decodedSound(key: string, data) {
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this._sounds[key].data = data;
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this._sounds[key].decoded = true;
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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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public addText(key: string, url: string, data) {
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this._text[key] = { url: url, data: data };
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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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public getCanvas(key: string) {
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if (this._canvases[key])
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{
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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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public getImage(key: string) {
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if (this._images[key])
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{
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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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public getFrameData(key: string): FrameData {
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if (this._images[key] && this._images[key].spriteSheet == true)
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{
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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 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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public getSound(key: string) {
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if (this._sounds[key])
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{
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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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public isSoundDecoded(key: string): bool {
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if (this._sounds[key])
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{
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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 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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public isSpriteSheet(key: string): bool {
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if (this._images[key])
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{
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return this._images[key].spriteSheet;
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}
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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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public getText(key: string) {
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if (this._text[key])
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{
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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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/**
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* Clean up cache memory.
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*/
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public destroy() {
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for (var item in this._canvases)
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{
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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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{
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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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{
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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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{
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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 +1,550 @@
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/// <reference path="../Game.ts" />
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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 for progress and completion callbacks.
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*/
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module Phaser {
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export class Loader {
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/**
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* Loader constructor
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*
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* @param game {Phaser.Game} Current game instance.
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* @param callback {function} This will be called when assets completely loaded.
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*/
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constructor(game: Game, callback) {
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this._game = game;
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this._gameCreateComplete = callback;
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this._keys = [];
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this._fileList = {};
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this._xhr = new XMLHttpRequest();
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this._queueSize = 0;
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}
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/**
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* Local private reference to game.
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*/
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private _game: Game;
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/**
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* Array stors assets keys. So you can get that asset by its unique key.
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*/
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private _keys: string[];
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/**
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* Contains all the assets file infos.
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*/
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private _fileList;
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/**
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* Game initialial assets loading callback.
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*/
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private _gameCreateComplete;
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private _onComplete;
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private _onFileLoad;
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/**
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* Indicates assets loading progress. (from 0 to 100)
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* @type {number}
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*/
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private _progressChunk: number;
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private _xhr: XMLHttpRequest;
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/**
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* Length of assets queue.
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* @type {number}
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*/
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private _queueSize: number;
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/**
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* True if game is completely loaded.
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* @type {boolean}
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*/
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public hasLoaded: bool;
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/**
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* Loading progress (from 0 to 1)
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* @type {number}
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*/
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public progress: number;
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/**
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* The crossOrigin value applied to loaded images
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* @type {string}
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*/
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public crossOrigin: string = '';
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/**
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* TextureAtlas data format constants
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*/
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public static TEXTURE_ATLAS_JSON_ARRAY: number = 0;
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public static TEXTURE_ATLAS_JSON_HASH: number = 1;
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public static TEXTURE_ATLAS_XML_STARLING: number = 2;
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/**
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* Reset loader, this will remove all loaded assets.
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*/
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public reset() {
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this._queueSize = 0;
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}
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public get queueSize(): number {
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return this._queueSize;
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}
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/**
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* Add a new image asset loading request with key and url.
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* @param key {string} Unique asset key of this image file.
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* @param url {string} URL of image file.
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*/
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public addImageFile(key: string, url: string) {
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if (this.checkKeyExists(key) === false)
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{
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this._queueSize++;
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this._fileList[key] = { type: 'image', key: key, url: url, data: null, error: false, loaded: false };
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this._keys.push(key);
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}
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}
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/**
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* Add a new sprite sheet loading request.
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* @param key {string} Unique asset key of the sheet file.
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* @param url {string} URL of sheet file.
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* @param frameWidth {number} Width of each single frame.
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* @param frameHeight {number} Height of each single frame.
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* @param frameMax {number} How many frames in this sprite sheet.
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*/
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public addSpriteSheet(key: string, url: string, frameWidth: number, frameHeight: number, frameMax?: number = -1) {
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if (this.checkKeyExists(key) === false)
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{
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this._queueSize++;
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this._fileList[key] = { type: 'spritesheet', key: key, url: url, data: null, frameWidth: frameWidth, frameHeight: frameHeight, frameMax: frameMax, error: false, loaded: false };
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this._keys.push(key);
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}
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}
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/**
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* Add a new texture atlas loading request.
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* @param key {string} Unique asset key of the texture atlas file.
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* @param textureURL {string} The url of the texture atlas image file.
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* @param [atlasURL] {string} The url of the texture atlas data file (json/xml)
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* @param [atlasData] {object} A JSON or XML data object.
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* @param [format] {number} A value describing the format of the data.
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*/
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public addTextureAtlas(key: string, textureURL: string, atlasURL?: string = null, atlasData? = null, format?:number = Loader.TEXTURE_ATLAS_JSON_ARRAY) {
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if (this.checkKeyExists(key) === false)
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{
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if (atlasURL !== null)
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{
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// A URL to a json/xml file has been given
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this._queueSize++;
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this._fileList[key] = { type: 'textureatlas', key: key, url: textureURL, atlasURL: atlasURL, data: null, format: format, error: false, loaded: false };
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this._keys.push(key);
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}
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else
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{
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if (format == Loader.TEXTURE_ATLAS_JSON_ARRAY)
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{
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// A json string or object has been given
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if (typeof atlasData === 'string')
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{
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atlasData = JSON.parse(atlasData);
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}
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this._queueSize++;
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this._fileList[key] = { type: 'textureatlas', key: key, url: textureURL, data: null, atlasURL: null, atlasData: atlasData['frames'], format: format, error: false, loaded: false };
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this._keys.push(key);
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}
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else if (format == Loader.TEXTURE_ATLAS_XML_STARLING)
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{
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// An xml string or object has been given
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if (typeof atlasData === 'string')
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||||
{
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var xml;
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||||
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||||
try
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||||
{
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||||
if (window['DOMParser'])
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||||
{
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||||
var domparser = new DOMParser();
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||||
xml = domparser.parseFromString(atlasData, "text/xml");
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||||
}
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||||
else
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||||
{
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xml = new ActiveXObject("Microsoft.XMLDOM");
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||||
xml.async = 'false';
|
||||
xml.loadXML(atlasData);
|
||||
}
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||||
}
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||||
catch (e)
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||||
{
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xml = undefined;
|
||||
}
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||||
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if (!xml || !xml.documentElement || xml.getElementsByTagName("parsererror").length)
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||||
{
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||||
throw new Error("Phaser.Loader. Invalid Texture Atlas XML given");
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||||
}
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||||
else
|
||||
{
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atlasData = xml;
|
||||
}
|
||||
}
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||||
|
||||
this._queueSize++;
|
||||
this._fileList[key] = { type: 'textureatlas', key: key, url: textureURL, data: null, atlasURL: null, atlasData: atlasData, format: format, error: false, loaded: false };
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this._keys.push(key);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Add a new audio file loading request.
|
||||
* @param key {string} Unique asset key of the audio file.
|
||||
* @param url {string} URL of audio file.
|
||||
*/
|
||||
public addAudioFile(key: string, url: string) {
|
||||
|
||||
if (this.checkKeyExists(key) === false)
|
||||
{
|
||||
this._queueSize++;
|
||||
this._fileList[key] = { type: 'audio', key: key, url: url, data: null, buffer: null, error: false, loaded: false };
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||||
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 addTextFile(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.
|
||||
* @param onFileLoadCallback {function} Called when each file loaded successfully.
|
||||
* @param onCompleteCallback {function} Called when all assets completely loaded.
|
||||
*/
|
||||
public load(onFileLoadCallback = null, onCompleteCallback = null) {
|
||||
|
||||
this.progress = 0;
|
||||
this.hasLoaded = false;
|
||||
|
||||
this._onComplete = onCompleteCallback;
|
||||
|
||||
if (onCompleteCallback == null)
|
||||
{
|
||||
this._onComplete = this._game.onCreateCallback;
|
||||
}
|
||||
|
||||
this._onFileLoad = onFileLoadCallback;
|
||||
|
||||
if (this._keys.length > 0)
|
||||
{
|
||||
this._progressChunk = 100 / this._keys.length;
|
||||
this.loadFile();
|
||||
}
|
||||
else
|
||||
{
|
||||
this.progress = 1;
|
||||
this.hasLoaded = true;
|
||||
this._gameCreateComplete.call(this._game);
|
||||
|
||||
if (this._onComplete !== null)
|
||||
{
|
||||
this._onComplete.call(this._game.callbackContext);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* 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 = file.url;
|
||||
break;
|
||||
|
||||
case 'audio':
|
||||
this._xhr.open("GET", file.url, true);
|
||||
this._xhr.responseType = "arraybuffer";
|
||||
this._xhr.onload = () => this.fileComplete(file.key);
|
||||
this._xhr.onerror = () => this.fileError(file.key);
|
||||
this._xhr.send();
|
||||
break;
|
||||
|
||||
case 'text':
|
||||
this._xhr.open("GET", 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;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* 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.nextFile(key, false);
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Called when a file is successfully loaded.
|
||||
* @param key {string} Key of the successfully loaded file.
|
||||
*/
|
||||
private fileComplete(key: string) {
|
||||
|
||||
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", 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':
|
||||
file.data = this._xhr.response;
|
||||
this._game.cache.addSound(file.key, file.url, file.data);
|
||||
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['frames'], 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;
|
||||
|
||||
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 {boolean} 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;
|
||||
}
|
||||
|
||||
if (this._onFileLoad)
|
||||
{
|
||||
this._onFileLoad.call(this._game.callbackContext, this.progress, previousKey, success);
|
||||
}
|
||||
|
||||
if (this._keys.length > 0)
|
||||
{
|
||||
this.loadFile();
|
||||
}
|
||||
else
|
||||
{
|
||||
this.hasLoaded = true;
|
||||
this.removeAll();
|
||||
this._gameCreateComplete.call(this._game);
|
||||
|
||||
if (this._onComplete !== null)
|
||||
{
|
||||
this._onComplete.call(this._game.callbackContext);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Check whether asset exists with a specific key.
|
||||
* @param key {string} Key of the asset you want to check.
|
||||
* @return {boolean} 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