You can now load any binary file via the Loader: game.load.binary(key, url, callback) - the optional callback allows for post-load processing before entering the Cache.

This commit is contained in:
photonstorm
2013-12-20 18:27:36 +00:00
parent 352749e803
commit 3cbb820349
13 changed files with 1107 additions and 127 deletions
+34 -24
View File
@@ -59,6 +59,7 @@ New features:
* Added Device.silk for detecting a Kindle Fire and updated desktop OS check to exclude Kindles (thanks LuckieLordie)
* TilemapLayers now have debug and debugAlpha values, this turns on the drawing of the collision edges (very handy for debugging, as the name implies!)
* Tweens have a new event: onLoop.
* You can now load any binary file via the Loader: game.load.binary(key, url, callback) - the optional callback allows for post-load processing before entering the Cache.
New Examples:
@@ -132,6 +133,18 @@ Nice and easy :)
![Tanks](http://www.photonstorm.com/wp-content/uploads/2013/10/phaser_tanks-640x480.png)
CDNJS
-----
Thanks to a community member Phaser is now available on [CDNJS](http://cdnjs.com). You can include the following in your html:
`http://cdnjs.cloudflare.com/ajax/libs/phaser/1.1.3/phaser.min.js`
Or if you prefer you can leave the protocol off, so it works via http and https:
`//cdnjs.cloudflare.com/ajax/libs/phaser/1.1.3/phaser.min.js`
Requirements
------------
@@ -142,6 +155,24 @@ For developing with Phaser you can use either a plain-vanilla JavaScript approac
Phaser is 321 KB minified and 72 KB gzipped.
Learn By Example
----------------
Phaser comes with an ever growing suite of Examples. Personally I feel that we learn better by looking at small refined code examples, so we created over 170 of them and create new ones to test every new feature added. Inside the `examples` folder you'll find the current set. If you write a particularly good example then please send it to us.
The examples need to be run through a local web server (in order to avoid file access permission errors from your browser). You can use your own web server, or start the included web server using grunt.
Using a locally installed web server browse to the examples folder:
examples/index.html
Alternatively in order to start the included web server, after you've cloned the repo, run `npm install` to install all dependencies, then `grunt connect `to start a local server. After running this command you should be able to access your local webserver at `http://127.0.0.1:8000`. Then browse to the examples folder: `http://127.0.0.1:8000/examples/index.html`
There is a new 'Side View' example viewer as well. This loads all the examples into a left-hand frame for faster navigation.
You can also browse all [Phaser Examples](http://gametest.mobi/phaser/) online.
Features
--------
@@ -208,7 +239,7 @@ We use Phaser every day on our many client projects. As a result it's constantly
**Battle Tested**
Although Phaser 1.0 is a brand new release it is born from years of experience building some of the biggest HTML5 games out there. We're not saying it is 100% bug free, but we use it for our client work every day, so issues get resolved <em>fast</em> and we stay on-top of the changing browser landscape.
Although Phaser 1.0 is a brand new release it is born from years of experience building some of the biggest mobile HTML5 games out there. We're not saying it is 100% bug free, but we use it for our client work every day, so issues get resolved <em>fast</em> and we stay on-top of the changing browser landscape.
![FruitParty](http://www.photonstorm.com/wp-content/uploads/2013/10/phaser_fruit_particles-640x480.png)
@@ -218,14 +249,10 @@ Road Map
The 1.1 release was a massive under-taking, but we're really happy with how Phaser is progressing. It's becoming more solid and versatile with each iteration. Here is what's on our road map for future versions:
Version 1.1.4 ("Kandor")
* Enhance the State Management, so you can perform non-destructive State swaps and persistence.
* More advanced tile map features. Better support for advanced Tiled features. Proper support for DAME tilemaps.
Versions 1.2 ("Saldaea")
* Integration with the p2.js physics system.
* Enhance the State Management, so you can perform non-destructive State swaps and persistence.
Beyond version 1.2
@@ -244,24 +271,7 @@ Beyond version 1.2
* Add a d-pad example (http://www.html5gamedevs.com/topic/1574-gameinputondown-question/)
* Create more touch input examples (http://www.html5gamedevs.com/topic/1556-mobile-touch-event/)
* Look at HiDPI Canvas settings.
Learn By Example
----------------
Phaser comes with an ever growing suite of Examples. Personally I feel that we learn better by looking at small refined code examples, so we created over 170 of them and create new ones to test every new feature added. Inside the `examples` folder you'll find the current set. If you write a particularly good example then please send it to us.
The examples need to be run through a local web server (in order to avoid file access permission errors from your browser). You can use your own web server, or start the included web server using grunt.
Using a locally installed web server browse to the examples folder:
examples/index.html
Alternatively in order to start the included web server, after you've cloned the repo, run `npm install` to install all dependencies, then `grunt connect `to start a local server. After running this command you should be able to access your local webserver at `http://127.0.0.1:8000`. Then browse to the examples folder: `http://127.0.0.1:8000/examples/index.html`
There is a new 'Side View' example viewer as well. This loads all the examples into a left-hand frame for faster navigation.
You can also browse all [Phaser Examples](http://gametest.mobi/phaser/) online.
* Support for parallel asset loading.
Contributing
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+55
View File
@@ -0,0 +1,55 @@
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
function preload() {
game.load.script('pt', 'wip/pt.js');
game.load.binary('impulse', 'assets/audio/protracker/act_of_impulse.mod', modLoaded, this);
game.load.binary('macrocosm', 'assets/audio/protracker/macrocosm.mod', modLoaded, this);
game.load.binary('enigma', 'assets/audio/protracker/enigma.mod', modLoaded, this);
game.load.binary('elysium', 'assets/audio/protracker/elysium.mod', modLoaded, this);
}
function modLoaded(key, data) {
console.log('module loaded:', key);
var buffer = new Uint8Array(data);
return buffer;
}
var sprite;
var modsample = new Array();
var module;
function create() {
module = new Protracker();
module.buffer = game.cache.getBinary('elysium');
module.parse();
module.play();
}
function update() {
if (module.channel[0].noteon) {sam1=module.channel[0].sample; modsamples=1;}else{modsamples=0;}
if (module.channel[1].noteon) {sam2=module.channel[1].sample; modsamples=1;}else{modsamples=0;}
if (module.channel[2].noteon) {sam3=module.channel[2].sample; modsamples=1;}else{modsamples=0;}
if (module.channel[3].noteon) {sam4=module.channel[3].sample; modsamples=1;}else{modsamples=0;}
var posi=module.position;
var patt=module.row;
var bpm=module.bpm;
var spd=module.speed;
var modname=module.title;
var modauth=module.signature;
}
function render() {
}
+913
View File
@@ -0,0 +1,913 @@
/*
amiga protracker module player for web audio api
(c) 2012-2013 firehawk/tda (firehawk@haxor.fi)
originally hacked together in a weekend, so please excuse
me for the spaghetti code. :)
AMIGAAAAAAAAH!!
kinda sorta changelog:
(apr 2013)
- changed the logic for pattern break/jump. mod.pattern_skank now
plays correctly.
(feb 2013)
- fixed NaN samples with mod.fractured and mod.multicolour (thanks Aegis!)
(jan 2013)
- fixed vibrato amplitude (was half of what it should be, apparently)
- fixed to work on safari again (thanks Matt Diamond @ stackoverflow.com)
(dec 2012)
- replaced effect switch-statement with jumptables
- fixed clicks (bad loops, empty samples)
- fixed playback bug with sample-only rows
- added amiga 500 lowpass filters (not 100% authentic, though)
- added compressor to output
- latest safari has broken web audio so chrome-only for now
(aug 2012)
- first version written from scratch
todo:
- safari on ipad is broken again, it seems
- fix more playback bugs
* mod.black_queen (pattern loop has glitches)
- properly test EEx delay pattern
- implement the rest of the effects
- optimize for more speed!! SPEEEED!!
* switch to fixed point sample pointers, Math.floor() is _slow_ on iOS
*/
// constructor for protracker player object
function Protracker()
{
var i, t;
this.initialize();
this.clearsong();
this.url="";
this.loading=false;
this.ready=false;
this.playing=false;
this.buffer=0;
this.mixerNode=0;
this.paused=false;
this.repeat=false;
this.separation=true;
this.palclock=true;
this.autostart=false;
this.onReady=function(){};
this.onPlay=function(){};
this.onStop=function(){};
// paula period values
this.baseperiodtable=new Array(
856,808,762,720,678,640,604,570,538,508,480,453,
428,404,381,360,339,320,302,285,269,254,240,226,
214,202,190,180,170,160,151,143,135,127,120,113);
// finetune multipliers
this.finetunetable=new Array();
for(t=0;t<16;t++) this.finetunetable[t]=Math.pow(2, (t-8)/12/8);
// calc tables for vibrato waveforms
this.vibratotable=new Array();
for(t=0;t<4;t++) {
this.vibratotable[t]=new Array();
for(i=0;i<64;i++) {
switch(t) {
case 0:
this.vibratotable[t][i]=127*Math.sin(Math.PI*2*(i/64));
break;
case 1:
this.vibratotable[t][i]=127-4*i;
break;
case 2:
this.vibratotable[t][i]=(i<32)?127:-127;
break;
case 3:
this.vibratotable[t][i]=(1-2*Math.random())*127;
break;
}
}
}
// effect jumptables
this.effects_t0 = new Array(
this.effect_t0_0, this.effect_t0_1, this.effect_t0_2, this.effect_t0_3, this.effect_t0_4, this.effect_t0_5, this.effect_t0_6, this.effect_t0_7,
this.effect_t0_8, this.effect_t0_9, this.effect_t0_a, this.effect_t0_b, this.effect_t0_c, this.effect_t0_d, this.effect_t0_e, this.effect_t0_f);
this.effects_t0_e = new Array(
this.effect_t0_e0, this.effect_t0_e1, this.effect_t0_e2, this.effect_t0_e3, this.effect_t0_e4, this.effect_t0_e5, this.effect_t0_e6, this.effect_t0_e7,
this.effect_t0_e8, this.effect_t0_e9, this.effect_t0_ea, this.effect_t0_eb, this.effect_t0_ec, this.effect_t0_ed, this.effect_t0_ee, this.effect_t0_ef);
this.effects_t1 = new Array(
this.effect_t1_0, this.effect_t1_1, this.effect_t1_2, this.effect_t1_3, this.effect_t1_4, this.effect_t1_5, this.effect_t1_6, this.effect_t1_7,
this.effect_t1_8, this.effect_t1_9, this.effect_t1_a, this.effect_t1_b, this.effect_t1_c, this.effect_t1_d, this.effect_t1_e, this.effect_t1_f);
this.effects_t1_e = new Array(
this.effect_t1_e0, this.effect_t1_e1, this.effect_t1_e2, this.effect_t1_e3, this.effect_t1_e4, this.effect_t1_e5, this.effect_t1_e6, this.effect_t1_e7,
this.effect_t1_e8, this.effect_t1_e9, this.effect_t1_ea, this.effect_t1_eb, this.effect_t1_ec, this.effect_t1_ed, this.effect_t1_ee, this.effect_t1_ef);
this.context = null;
this.samplerate=44100;
this.bufferlen=2048;
}
// create the web audio context
Protracker.prototype.createContext = function()
{
this.context = new webkitAudioContext();
this.samplerate=this.context.sampleRate;
this.bufferlen=(this.samplerate > 44100) ? 4096 : 2048;
// fixed filter at 6kHz
this.filterNode=this.context.createBiquadFilter();
this.filterNode.frequency.value=6000
// "LED filter" at 3.5kHz - off by default
this.lowpassNode=this.context.createBiquadFilter();
this.lowpassNode.frequency.value=28867;
// mixer
this.mixerNode=this.context.createJavaScriptNode(this.bufferlen, 1, 2);
this.mixerNode.module=this;
this.mixerNode.onaudioprocess=Protracker.prototype.mix;
// compressor for a bit of volume boost
this.compressorNode=this.context.createDynamicsCompressor();
// patch up some cables :)
this.mixerNode.connect(this.filterNode);
this.filterNode.connect(this.lowpassNode);
this.lowpassNode.connect(this.compressorNode);
this.compressorNode.connect(this.context.destination);
}
// play loaded and parsed module with webaudio context
Protracker.prototype.play = function()
{
if (this.context==null) this.createContext();
if (!this.ready) return false;
if (this.paused) {
this.paused=false;
return true;
}
this.paused=false;
this.initialize();
this.flags=1+2;
this.playing=true;
this.onPlay();
return true;
}
// pause playback
Protracker.prototype.pause = function()
{
if (!this.paused) {
this.paused=true;
} else {
this.paused=false;
}
}
// stop playback and release webaudio node
Protracker.prototype.stop = function()
{
this.playing=false;
this.onStop();
}
// jump positions forward/back
Protracker.prototype.jump = function(step)
{
this.tick=0;
this.row=0;
this.position+=step;
this.flags=1+2;
if (this.position<0) this.position=0;
if (this.position >= this.songlen) this.stop();
}
// set whether module repeats after songlen
Protracker.prototype.setrepeat = function(rep)
{
this.repeat=rep;
}
// set stereo separation mode (false=paula, true=betterpaula)
Protracker.prototype.setseparation = function(sep)
{
this.separation=sep;
}
// set amiga video standard (false=NTSC, true=PAL)
Protracker.prototype.setamigatype = function(clock)
{
this.palclock=clock;
}
// set autostart to play immediately after loading
Protracker.prototype.setautostart = function(st)
{
this.autostart=st;
}
// clear song data
Protracker.prototype.clearsong = function()
{
this.title="";
this.signature="";
this.songlen=1;
this.repeatpos=0;
this.patterntable=new ArrayBuffer(128);
for(i=0;i<128;i++) this.patterntable[i]=0;
this.channels=4;
this.sample=new Array();
this.samples=31;
for(i=0;i<31;i++) {
this.sample[i]=new Object();
this.sample[i].name="";
this.sample[i].length=0;
this.sample[i].finetune=0;
this.sample[i].volume=64;
this.sample[i].loopstart=0;
this.sample[i].looplength=0;
this.sample[i].data=0;
}
this.patterns=0;
this.pattern=new Array();
this.note=new Array();
this.looprow=0;
this.loopstart=0;
this.loopcount=0;
this.patterndelay=0;
this.patternwait=0;
}
// initialize all player variables
Protracker.prototype.initialize = function()
{
this.tick=0;
this.position=0;
this.row=0;
this.offset=0;
this.flags=0;
this.speed=6;
this.bpm=125;
this.breakrow=0;
this.patternjump=0;
this.patterndelay=0;
this.patternwait=0;
this.channel=new Array();
for(i=0;i<this.channels;i++) {
this.channel[i]=new Object();
this.channel[i].sample=0;
this.channel[i].period=214;
this.channel[i].voiceperiod=214;
this.channel[i].note=24;
this.channel[i].volume=64;
this.channel[i].command=0;
this.channel[i].data=0;
this.channel[i].samplepos=0;
this.channel[i].samplespeed=0;
this.channel[i].flags=0;
this.channel[i].noteon=0;
this.channel[i].slidespeed=0;
this.channel[i].slideto=214;
this.channel[i].slidetospeed=0;
this.channel[i].arpeggio=0;
this.channel[i].semitone=12;
this.channel[i].vibratospeed=0
this.channel[i].vibratodepth=0
this.channel[i].vibratopos=0;
this.channel[i].vibratowave=0;
}
this.vu=new Array();
}
// load module from url into local buffer
Protracker.prototype.load = function(url)
{
this.url=url;
this.clearsong();
var request = new XMLHttpRequest();
request.open("GET", this.url, true);
request.responseType = "arraybuffer";
this.request = request;
this.loading=true;
var asset = this;
request.onload = function() {
asset.buffer=new Uint8Array(request.response);
asset.parse();
if (asset.autostart) asset.play();
}
request.send();
}
// parse the module from local buffer
Protracker.prototype.parse = function()
{
var i,j,c;
if (!this.buffer) return false;
for(i=0;i<4;i++) this.signature+=String.fromCharCode(this.buffer[1080+i]);
switch (this.signature) {
case "M.K.":
case "M!K!":
case "4CHN":
case "FLT4":
break;
case "6CHN":
this.channels=6;
break;
case "8CHN":
case "FLT8":
this.channels=8;
break;
case "28CH":
this.channels=28;
break;
default:
return false;
}
this.vu=new Array();
for(i=0;i<this.channels;i++) this.vu[i]=0.0;
i=0;
while(this.buffer[i] && i<20)
this.title=this.title+String.fromCharCode(this.buffer[i++]);
for(i=0;i<this.samples;i++) {
var st=20+i*30;
j=0;
while(this.buffer[st+j] && j<22) {
this.sample[i].name+=
((this.buffer[st+j]>0x1f) && (this.buffer[st+j]<0x7f)) ?
(String.fromCharCode(this.buffer[st+j])) :
(" ");
j++;
}
this.sample[i].length=2*(this.buffer[st+22]*256 + this.buffer[st+23]);
this.sample[i].finetune=this.buffer[st+24];
if (this.sample[i].finetune > 7) this.sample[i].finetune=this.sample[i].finetune-16;
this.sample[i].volume=this.buffer[st+25];
this.sample[i].loopstart=2*(this.buffer[st+26]*256 + this.buffer[st+27]);
this.sample[i].looplength=2*(this.buffer[st+28]*256 + this.buffer[st+29]);
if (this.sample[i].looplength==2) this.sample[i].looplength=0;
if (this.sample[i].loopstart>this.sample[i].length) {
this.sample[i].loopstart=0;
this.sample[i].looplength=0;
}
}
this.songlen=this.buffer[950];
if (this.buffer[951] != 127) this.repeatpos=this.buffer[951];
for(i=0;i<128;i++) {
this.patterntable[i]=this.buffer[952+i];
if (this.patterntable[i] > this.patterns) this.patterns=this.patterntable[i];
}
this.patterns+=1;
var patlen=4*64*this.channels;
this.pattern=new Array();
this.note=new Array();
for(i=0;i<this.patterns;i++) {
this.pattern[i]=new Uint8Array(patlen);
this.note[i]=new Uint8Array(this.channels*64);
for(j=0;j<patlen;j++) this.pattern[i][j]=this.buffer[1084+i*patlen+j];
for(j=0;j<64;j++) for(c=0;c<this.channels;c++) {
this.note[i][j*this.channels+c]=0;
var n=(this.pattern[i][j*4*this.channels+c*4]&0x0f)<<8 | this.pattern[i][j*4*this.channels+c*4+1];
for(var np=0; np<this.baseperiodtable.length; np++)
if (n==this.baseperiodtable[np]) this.note[i][j*this.channels+c]=np;
}
}
var sst=1084+this.patterns*patlen;
for(i=0;i<this.samples;i++) {
this.sample[i].data=new Float32Array(this.sample[i].length);
for(j=0;j<this.sample[i].length;j++) {
var q=this.buffer[sst+j];
if (q<128) {
q=q/128.0;
} else {
q=((q-128)/128.0)-1.0;
}
this.sample[i].data[j]=q;
}
sst+=this.sample[i].length;
}
this.ready=true;
this.loading=false;
this.buffer=0;
if (this.context) this.lowpassNode.frequency.value=28867;
this.onReady();
return true;
}
// advance player
Protracker.prototype.advance=function(mod) {
var spd=(((mod.samplerate*60)/mod.bpm)/4)/6;
// advance player
if (mod.offset>spd) { mod.tick++; mod.offset=0; mod.flags|=1; }
if (mod.tick>=mod.speed) {
if (mod.patterndelay) { // delay pattern
if (mod.tick < ((mod.patternwait+1)*mod.speed)) {
mod.patternwait++;
} else {
mod.row++; mod.tick=0; mod.flags|=2; mod.patterndelay=0;
}
}
else {
if (mod.flags&(16+32+64)) {
if (mod.flags&64) { // loop pattern?
mod.row=mod.looprow;
mod.flags&=0xa1;
mod.flags|=2;
}
else {
if (mod.flags&16) { // pattern jump/break?
//console.log("break to pattern " + mod.patternjump + " row "+mod.breakrow);
mod.position=mod.patternjump;
mod.row=mod.breakrow;
mod.patternjump=0;
mod.breakrow=0;
mod.flags&=0xe1;
mod.flags|=2;
}
}
mod.tick=0;
} else {
mod.row++; mod.tick=0; mod.flags|=2;
}
}
}
if (mod.row>=64) { mod.position++; mod.row=0; mod.flags|=4; }
if (mod.position>=mod.songlen) {
if (mod.repeat) {
mod.position=0;
} else {
mod.stop();
}
return;
}
}
// mix an audio buffer with data
Protracker.prototype.mix = function(ape) {
var f;
var p, pp, n, nn;
var mod=ape.srcElement.module;
outp=new Array();
var bufs=new Array(ape.outputBuffer.getChannelData(0), ape.outputBuffer.getChannelData(1));
var buflen=ape.outputBuffer.length;
for(var s=0;s<buflen;s++)
{
outp[0]=0.0;
outp[1]=0.0;
if (!mod.paused && mod.playing)
{
mod.advance(mod);
var och=0;
for(var ch=0;ch<mod.channels;ch++)
{
// calculate playback position
p=mod.patterntable[mod.position];
pp=mod.row*4*mod.channels + ch*4;
if (mod.flags&2) { // new row
modrow = mod.row; // here
mod.channel[ch].command=mod.pattern[p][pp+2]&0x0f;
mod.channel[ch].data=mod.pattern[p][pp+3];
if (!(mod.channel[ch].command==0x0e && (mod.channel[ch].data&0xf0)==0xd0)) {
n=(mod.pattern[p][pp]&0x0f)<<8 | mod.pattern[p][pp+1];
if (n) {
// noteon, except if command=3 (porta to note)
if ((mod.channel[ch].command != 0x03) && (mod.channel[ch].command != 0x05)) {
mod.channel[ch].period=n;
mod.channel[ch].samplepos=0;
if (mod.channel[ch].vibratowave>3) mod.channel[ch].vibratopos=0;
mod.channel[ch].flags|=3; // recalc speed
mod.channel[ch].noteon=1;
} else {
mod.channel[ch].slideto=n;
}
}
nn=mod.pattern[p][pp+0]&0xf0 | mod.pattern[p][pp+2]>>4;
if (nn) {
mod.channel[ch].sample=nn-1;
mod.channel[ch].volume=mod.sample[nn-1].volume;
if (!n && (mod.channel[ch].samplepos > mod.sample[nn-1].length)) mod.channel[ch].samplepos=0;
}
}
}
mod.channel[ch].voiceperiod=mod.channel[ch].period;
if (mod.channel[ch].samplepos==0) modsample[ch]=mod.channel[ch].sample;
// kill empty samples
if (!mod.sample[mod.channel[ch].sample].length) mod.channel[ch].noteon=0;
// effects
if (mod.flags&1) {
if (!mod.tick) {
// process only on tick 0
mod.effects_t0[mod.channel[ch].command](mod, ch);
} else {
mod.effects_t1[mod.channel[ch].command](mod, ch);
}
}
// recalc note number from period
if (mod.channel[ch].flags&2) {
for(var np=0; np<mod.baseperiodtable.length; np++)
if (mod.baseperiodtable[np]>=mod.channel[ch].period) mod.channel[ch].note=np;
mod.channel[ch].semitone=7;
if (mod.channel[ch].period>=120)
mod.channel[ch].semitone=mod.baseperiodtable[mod.channel[ch].note]-mod.baseperiodtable[mod.channel[ch].note+1];
}
// recalc sample speed and apply finetune
if ((mod.channel[ch].flags&1 || mod.flags&2) && mod.channel[ch].voiceperiod)
mod.channel[ch].samplespeed=
(mod.palclock ? 7093789.2 : 7159090.5)/(mod.channel[ch].voiceperiod*2) * mod.finetunetable[mod.sample[mod.channel[ch].sample].finetune+8] / mod.samplerate;
// advance vibrato on each new tick
if (mod.flags&1) {
mod.channel[ch].vibratopos+=mod.channel[ch].vibratospeed;
mod.channel[ch].vibratopos&=0x3f;
}
// mix channel to output
och=och^(ch&1);
f=0.0;
if (mod.channel[ch].noteon) {
if (mod.sample[mod.channel[ch].sample].length > mod.channel[ch].samplepos)
f=(1.0/mod.channels) *
(mod.sample[mod.channel[ch].sample].data[Math.floor(mod.channel[ch].samplepos)]*mod.channel[ch].volume)/64.0;
outp[och]+=f;
mod.channel[ch].samplepos+=mod.channel[ch].samplespeed;
}
if (s==0) mod.vu[ch]=Math.abs(f);
// loop or end samples
if (mod.channel[ch].noteon) {
if (mod.sample[mod.channel[ch].sample].loopstart || mod.sample[mod.channel[ch].sample].looplength) {
if (mod.channel[ch].samplepos >= (mod.sample[mod.channel[ch].sample].loopstart+mod.sample[mod.channel[ch].sample].looplength)) {
mod.channel[ch].samplepos=mod.sample[mod.channel[ch].sample].loopstart;
}
} else {
if (mod.channel[ch].samplepos >= mod.sample[mod.channel[ch].sample].length) {
mod.channel[ch].noteon=0;
}
}
}
// clear channel flags
mod.channel[ch].flags=0;
}
mod.offset++;
mod.flags&=0x70;
}
// a more headphone-friendly stereo separation (aka. betterpaula)
if (mod.separation) {
t=outp[0];
outp[0]=outp[0]*0.6 + outp[1]*0.4;
outp[1]=outp[1]*0.6 + t*0.4;
}
bufs[0][s]=outp[0];
bufs[1][s]=outp[1];
}
}
//
// tick 0 effect functions
//
Protracker.prototype.effect_t0_0=function(mod, ch) { // 0 arpeggio
mod.channel[ch].arpeggio=mod.channel[ch].data;
}
Protracker.prototype.effect_t0_1=function(mod, ch) { // 1 slide up
if (mod.channel[ch].data) mod.channel[ch].slidespeed=mod.channel[ch].data;
}
Protracker.prototype.effect_t0_2=function(mod, ch) { // 2 slide down
if (mod.channel[ch].data) mod.channel[ch].slidespeed=mod.channel[ch].data;
}
Protracker.prototype.effect_t0_3=function(mod, ch) { // 3 slide to note
if (mod.channel[ch].data) mod.channel[ch].slidetospeed=mod.channel[ch].data;
}
Protracker.prototype.effect_t0_4=function(mod, ch) { // 4 vibrato
if (mod.channel[ch].data&0x0f && mod.channel[ch].data&0xf0) {
mod.channel[ch].vibratodepth=(mod.channel[ch].data&0x0f);
mod.channel[ch].vibratospeed=(mod.channel[ch].data&0xf0)>>4;
}
mod.channel[ch].voiceperiod+=
(mod.channel[ch].vibratodepth/32)*mod.channel[ch].semitone*(mod.vibratotable[mod.channel[ch].vibratowave&3][mod.channel[ch].vibratopos]/127);
mod.channel[ch].flags|=1;
}
Protracker.prototype.effect_t0_5=function(mod, ch) { // 5
}
Protracker.prototype.effect_t0_6=function(mod, ch) { // 6
}
Protracker.prototype.effect_t0_7=function(mod, ch) { // 7
}
Protracker.prototype.effect_t0_8=function(mod, ch) { // 8
}
Protracker.prototype.effect_t0_9=function(mod, ch) { // 9 set sample offset
mod.channel[ch].samplepos=mod.channel[ch].data*256;
}
Protracker.prototype.effect_t0_a=function(mod, ch) { // a
}
Protracker.prototype.effect_t0_b=function(mod, ch) { // b pattern jump
mod.breakrow=0;
mod.patternjump=mod.channel[ch].data;
mod.flags|=16;
}
Protracker.prototype.effect_t0_c=function(mod, ch) { // c set volume
mod.channel[ch].volume=mod.channel[ch].data;
}
Protracker.prototype.effect_t0_d=function(mod, ch) { // d pattern break
mod.breakrow=((mod.channel[ch].data&0xf0)>>4)*10 + (mod.channel[ch].data&0x0f);
if (!(mod.flags&16)) mod.patternjump=mod.position+1;
mod.flags|=16;
}
Protracker.prototype.effect_t0_e=function(mod, ch) { // e
var i=(mod.channel[ch].data&0xf0)>>4;
mod.effects_t0_e[i](mod, ch);
}
Protracker.prototype.effect_t0_f=function(mod, ch) { // f set speed
if (mod.channel[ch].data > 32) {
mod.bpm=mod.channel[ch].data;
} else {
if (mod.channel[ch].data) mod.speed=mod.channel[ch].data;
}
}
//
// tick 0 effect e functions
//
Protracker.prototype.effect_t0_e0=function(mod, ch) { // e0 filter on/off
if (mod.channel[ch].data&0x0f) {
mod.lowpassNode.frequency.value=4280; //3500;
} else {
mod.lowpassNode.frequency.value=28867;
}
}
Protracker.prototype.effect_t0_e1=function(mod, ch) { // e1 fine slide up
mod.channel[ch].period-=mod.channel[ch].data&0x0f;
if (mod.channel[ch].period < 113) mod.channel[ch].period=113;
}
Protracker.prototype.effect_t0_e2=function(mod, ch) { // e2 fine slide down
mod.channel[ch].period+=mod.channel[ch].data&0x0f;
if (mod.channel[ch].period > 856) mod.channel[ch].period=856;
mod.channel[ch].flags|=1;
}
Protracker.prototype.effect_t0_e3=function(mod, ch) { // e3 set glissando
}
Protracker.prototype.effect_t0_e4=function(mod, ch) { // e4 set vibrato waveform
mod.channel[ch].vibratowave=mod.channel[ch].data&0x07;
}
Protracker.prototype.effect_t0_e5=function(mod, ch) { // e5 set finetune
}
Protracker.prototype.effect_t0_e6=function(mod, ch) { // e6 loop pattern
if (mod.channel[ch].data&0x0f) {
if (mod.loopcount) {
mod.loopcount--;
} else {
mod.loopcount=mod.channel[ch].data&0x0f;
}
if (mod.loopcount) mod.flags|=64;
} else {
mod.looprow=mod.row;
}
}
Protracker.prototype.effect_t0_e7=function(mod, ch) { // e7
}
Protracker.prototype.effect_t0_e8=function(mod, ch) { // e8
}
Protracker.prototype.effect_t0_e9=function(mod, ch) { // e9
}
Protracker.prototype.effect_t0_ea=function(mod, ch) { // ea fine volslide up
mod.channel[ch].volume+=mod.channel[ch].data&0x0f;
if (mod.channel[ch].volume > 64) mod.channel[ch].volume=64;
}
Protracker.prototype.effect_t0_eb=function(mod, ch) { // eb fine volslide down
mod.channel[ch].volume-=mod.channel[ch].data&0x0f;
if (mod.channel[ch].volume < 0) mod.channel[ch].volume=0;
}
Protracker.prototype.effect_t0_ec=function(mod, ch) { // ec
}
Protracker.prototype.effect_t0_ed=function(mod, ch) { // ed delay sample
if (mod.tick==(mod.channel[ch].data&0x0f)) {
// start note
var p=mod.patterntable[mod.position];
var pp=mod.row*4*mod.channels + ch*4;
n=(mod.pattern[p][pp]&0x0f)<<8 | mod.pattern[p][pp+1];
if (n) {
mod.channel[ch].period=n;
mod.channel[ch].voiceperiod=mod.channel[ch].period;
mod.channel[ch].samplepos=0;
if (mod.channel[ch].vibratowave>3) mod.channel[ch].vibratopos=0;
mod.channel[ch].flags|=3; // recalc speed
mod.channel[ch].noteon=1;
}
n=mod.pattern[p][pp+0]&0xf0 | mod.pattern[p][pp+2]>>4;
if (n) {
mod.channel[ch].sample=n-1;
mod.channel[ch].volume=mod.sample[n-1].volume;
}
}
}
Protracker.prototype.effect_t0_ee=function(mod, ch) { // ee delay pattern
mod.patterndelay=mod.channel[ch].data&0x0f;
mod.patternwait=0;
}
Protracker.prototype.effect_t0_ef=function(mod, ch) { // ef
}
//
// tick 1+ effect functions
//
Protracker.prototype.effect_t1_0=function(mod, ch) { // 0 arpeggio
if (mod.channel[ch].data) {
var apn=mod.channel[ch].note;
if ((mod.tick%3)==1) apn+=mod.channel[ch].arpeggio>>4;
if ((mod.tick%3)==2) apn+=mod.channel[ch].arpeggio&0x0f;
if (apn>=0 && apn <= mod.baseperiodtable.length)
mod.channel[ch].voiceperiod = mod.baseperiodtable[apn];
mod.channel[ch].flags|=1;
}
}
Protracker.prototype.effect_t1_1=function(mod, ch) { // 1 slide up
mod.channel[ch].period-=mod.channel[ch].slidespeed;
if (mod.channel[ch].period<113) mod.channel[ch].period=113;
mod.channel[ch].flags|=3; // recalc speed
}
Protracker.prototype.effect_t1_2=function(mod, ch) { // 2 slide down
mod.channel[ch].period+=mod.channel[ch].slidespeed;
if (mod.channel[ch].period>856) mod.channel[ch].period=856;
mod.channel[ch].flags|=3; // recalc speed
}
Protracker.prototype.effect_t1_3=function(mod, ch) { // 3 slide to note
if (mod.channel[ch].period < mod.channel[ch].slideto) {
mod.channel[ch].period+=mod.channel[ch].slidetospeed;
if (mod.channel[ch].period > mod.channel[ch].slideto)
mod.channel[ch].period=mod.channel[ch].slideto;
}
if (mod.channel[ch].period > mod.channel[ch].slideto) {
mod.channel[ch].period-=mod.channel[ch].slidetospeed;
if (mod.channel[ch].period<mod.channel[ch].slideto)
mod.channel[ch].period=mod.channel[ch].slideto;
}
mod.channel[ch].flags|=3; // recalc speed
}
Protracker.prototype.effect_t1_4=function(mod, ch) { // 4 vibrato
mod.channel[ch].voiceperiod+=
(mod.channel[ch].vibratodepth/16)*mod.channel[ch].semitone*(mod.vibratotable[mod.channel[ch].vibratowave&3][mod.channel[ch].vibratopos]/127);
mod.channel[ch].flags|=1;
}
Protracker.prototype.effect_t1_5=function(mod, ch) { // 5 volslide + slide to note
mod.effect_t1_3(mod, ch); // slide to note
mod.effect_t1_a(mod, ch); // volslide
}
Protracker.prototype.effect_t1_6=function(mod, ch) { // 6 volslide + vibrato
mod.effect_t1_4(mod, ch); // vibrato
mod.effect_t1_a(mod, ch); // volslide
}
Protracker.prototype.effect_t1_7=function(mod, ch) { // 7
}
Protracker.prototype.effect_t1_8=function(mod, ch) { // 8
}
Protracker.prototype.effect_t1_9=function(mod, ch) { // 9 set sample offset
}
Protracker.prototype.effect_t1_a=function(mod, ch) { // a volume slide
if (!(mod.channel[ch].data&0x0f)) {
// y is zero, slide up
mod.channel[ch].volume+=(mod.channel[ch].data>>4);
if (mod.channel[ch].volume>64) mod.channel[ch].volume=64;
}
if (!(mod.channel[ch].data&0xf0)) {
// x is zero, slide down
mod.channel[ch].volume-=(mod.channel[ch].data&0x0f);
if (mod.channel[ch].volume<0) mod.channel[ch].volume=0;
}
}
Protracker.prototype.effect_t1_b=function(mod, ch) { // b pattern jump
}
Protracker.prototype.effect_t1_c=function(mod, ch) { // c set volume
}
Protracker.prototype.effect_t1_d=function(mod, ch) { // d pattern break
}
Protracker.prototype.effect_t1_e=function(mod, ch) { // e
var i=(mod.channel[ch].data&0xf0)>>4;
mod.effects_t1_e[i](mod, ch);
}
Protracker.prototype.effect_t1_f=function(mod, ch) { // f
}
//
// tick 1+ effect e functions
//
Protracker.prototype.effect_t1_e0=function(mod, ch) { // e0
}
Protracker.prototype.effect_t1_e1=function(mod, ch) { // e1
}
Protracker.prototype.effect_t1_e2=function(mod, ch) { // e2
}
Protracker.prototype.effect_t1_e3=function(mod, ch) { // e3
}
Protracker.prototype.effect_t1_e4=function(mod, ch) { // e4
}
Protracker.prototype.effect_t1_e5=function(mod, ch) { // e5
}
Protracker.prototype.effect_t1_e6=function(mod, ch) { // e6
}
Protracker.prototype.effect_t1_e7=function(mod, ch) { // e7
}
Protracker.prototype.effect_t1_e8=function(mod, ch) { // e8
}
Protracker.prototype.effect_t1_e9=function(mod, ch) { // e9 retrig sample
if (mod.tick%(mod.channel[ch].data&0x0f)==0)
mod.channel[ch].samplepos=0;
}
Protracker.prototype.effect_t1_ea=function(mod, ch) { // ea
}
Protracker.prototype.effect_t1_eb=function(mod, ch) { // eb
}
Protracker.prototype.effect_t1_ec=function(mod, ch) { // ec cut sample
if (mod.tick==(mod.channel[ch].data&0x0f))
mod.channel[ch].volume=0;
}
Protracker.prototype.effect_t1_ed=function(mod, ch) { // ed delay sample
mod.effect_t0_ed(mod, ch);
}
Protracker.prototype.effect_t1_ee=function(mod, ch) { // ee
}
Protracker.prototype.effect_t1_ef=function(mod, ch) { // ef
}
+65 -100
View File
@@ -7,9 +7,8 @@
/**
* Phaser.Cache constructor.
*
* @class Phaser.Cache
* @classdesc 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.
* @class Phaser.Cache
* @classdesc 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. Cached items use string based keys for look-up.
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
*/
@@ -57,10 +56,10 @@ Phaser.Cache = function (game) {
this._tilemaps = {};
/**
* @property {object} _tilesets - Tileset key-value container.
* @property {object} _binary - Binary file key-value container.
* @private
*/
this._tilesets = {};
this._binary = {};
/**
* @property {object} _bitmapDatas - BitmapData key-value container.
@@ -93,6 +92,18 @@ Phaser.Cache.prototype = {
},
/**
* Add a binary object in to the cache.
* @method Phaser.Cache#addBinary
* @param {string} key - Asset key for this binary data.
* @param {object} binaryData - The binary object to be addded to the cache.
*/
addBinary: function (key, binaryData) {
this._binary[key] = binaryData;
},
/**
* Add a BitmapData object in to the cache.
* @method Phaser.Cache#addBitmapData
@@ -147,32 +158,6 @@ Phaser.Cache.prototype = {
},
/**
* Add a new tile set in to the cache.
*
* @method Phaser.Cache#addTileset
* @param {string} key - The unique key by which you will reference this object.
* @param {string} url - URL of this tile set file.
* @param {object} data - Extra tile set data.
* @param {number} tileWidth - Width of each single tile in pixels.
* @param {number} tileHeight - Height of each single tile in pixels.
* @param {number} [tileMargin=0] - If the tiles have been drawn with a margin, specify the amount here.
* @param {number} [tileSpacing=0] - If the tiles have been drawn with spacing between them, specify the amount here.
* @param {number} [rows=-1] - How many tiles are placed horizontally in each row? If -1 it will calculate rows by dividing the image width by tileWidth.
* @param {number} [columns=-1] - How many tiles are placed vertically in each column? If -1 it will calculate columns by dividing the image height by tileHeight.
* @param {number} [total=-1] - The maximum number of tiles to extract from the image. If -1 it will extract `rows * columns` worth. You can also set a value lower than the actual number of tiles.
*/
addTileset: function (key, url, data, tileWidth, tileHeight, tileMargin, tileSpacing, rows, columns, total) {
this._tilesets[key] = { url: url, data: data, tileWidth: tileWidth, tileHeight: tileHeight, tileMargin: tileMargin, tileSpacing: tileSpacing, rows: rows, columns: columns, total: total };
PIXI.BaseTextureCache[key] = new PIXI.BaseTexture(data);
PIXI.TextureCache[key] = new PIXI.Texture(PIXI.BaseTextureCache[key]);
this._tilesets[key].tileData = Phaser.TilemapParser.tileset(this.game, key, tileWidth, tileHeight, tileMargin, tileSpacing, rows, columns, total);
},
/**
* Add a new tilemap.
*
@@ -411,8 +396,8 @@ Phaser.Cache.prototype = {
* Get a canvas object from the cache by its key.
*
* @method Phaser.Cache#getCanvas
* @param {string} key - Asset key of the canvas you want.
* @return {object} The canvas you want.
* @param {string} key - Asset key of the canvas to retrieve from the Cache.
* @return {object} The canvas object.
*/
getCanvas: function (key) {
@@ -431,7 +416,7 @@ Phaser.Cache.prototype = {
* Get a BitmapData object from the cache by its key.
*
* @method Phaser.Cache#getBitmapData
* @param {string} key - Asset key of the BitmapData object you want.
* @param {string} key - Asset key of the BitmapData object to retrieve from the Cache.
* @return {Phaser.BitmapData} The requested BitmapData object if found, or null if not.
*/
getBitmapData: function (key) {
@@ -451,7 +436,7 @@ Phaser.Cache.prototype = {
* Checks if an image key exists.
*
* @method Phaser.Cache#checkImageKey
* @param {string} key - Asset key of the image you want.
* @param {string} key - Asset key of the image to check is in the Cache.
* @return {boolean} True if the key exists, otherwise false.
*/
checkImageKey: function (key) {
@@ -469,8 +454,8 @@ Phaser.Cache.prototype = {
* Get image data by key.
*
* @method Phaser.Cache#getImage
* @param {string} key - Asset key of the image you want.
* @return {object} The image data you want.
* @param {string} key - Asset key of the image to retrieve from the Cache.
* @return {object} The image data.
*/
getImage: function (key) {
@@ -485,52 +470,12 @@ Phaser.Cache.prototype = {
},
/**
* Get tile set image data by key.
*
* @method Phaser.Cache#getTileSetImage
* @param {string} key - Asset key of the image you want.
* @return {object} The image data you want.
*/
getTilesetImage: function (key) {
if (this._tilesets[key])
{
return this._tilesets[key].data;
}
else
{
console.warn('Phaser.Cache.getTilesetImage: Invalid key: "' + key + '"');
}
},
/**
* Get tile set image data by key.
*
* @method Phaser.Cache#getTileset
* @param {string} key - Asset key of the image you want.
* @return {Phaser.Tileset} The tileset data. The tileset image is in the data property, the tile data in tileData.
*/
getTileset: function (key) {
if (this._tilesets[key])
{
return this._tilesets[key].tileData;
}
else
{
console.warn('Phaser.Cache.getTileset: Invalid key: "' + key + '"');
}
},
/**
* Get tilemap data by key.
*
* @method Phaser.Cache#getTilemap
* @param {string} key - Asset key of the tilemap you want.
* @return {Object} The tilemap data. The tileset image is in the data property, the map data in mapData.
* @param {string} key - Asset key of the tilemap data to retrieve from the Cache.
* @return {Object} The raw tilemap data in CSV or JSON format.
*/
getTilemapData: function (key) {
@@ -549,8 +494,8 @@ Phaser.Cache.prototype = {
* Get frame data by key.
*
* @method Phaser.Cache#getFrameData
* @param {string} key - Asset key of the frame data you want.
* @return {Phaser.FrameData} The frame data you want.
* @param {string} key - Asset key of the frame data to retrieve from the Cache.
* @return {Phaser.FrameData} The frame data.
*/
getFrameData: function (key) {
@@ -566,8 +511,8 @@ Phaser.Cache.prototype = {
* Get a single frame out of a frameData set by key.
*
* @method Phaser.Cache#getFrameByIndex
* @param {string} key - Asset key of the frame data you want.
* @return {Phaser.Frame} The frame data you want.
* @param {string} key - Asset key of the frame data to retrieve from the Cache.
* @return {Phaser.Frame} The frame object.
*/
getFrameByIndex: function (key, frame) {
@@ -583,8 +528,8 @@ Phaser.Cache.prototype = {
* Get a single frame out of a frameData set by key.
*
* @method Phaser.Cache#getFrameByName
* @param {string} key - Asset key of the frame data you want.
* @return {Phaser.Frame} The frame data you want.
* @param {string} key - Asset key of the frame data to retrieve from the Cache.
* @return {Phaser.Frame} The frame object.
*/
getFrameByName: function (key, frame) {
@@ -600,8 +545,8 @@ Phaser.Cache.prototype = {
* Get a single frame by key. You'd only do this to get the default Frame created for a non-atlas/spritesheet image.
*
* @method Phaser.Cache#getFrame
* @param {string} key - Asset key of the frame data you want.
* @return {Phaser.Frame} The frame data you want.
* @param {string} key - Asset key of the frame data to retrieve from the Cache.
* @return {Phaser.Frame} The frame data.
*/
getFrame: function (key) {
@@ -614,11 +559,11 @@ Phaser.Cache.prototype = {
},
/**
* Get a single frame by key. You'd only do this to get the default Frame created for a non-atlas/spritesheet image.
* Get a single texture frame by key. You'd only do this to get the default Frame created for a non-atlas/spritesheet image.
*
* @method Phaser.Cache#getTextureFrame
* @param {string} key - Asset key of the frame data you want.
* @return {Phaser.Frame} The frame data you want.
* @param {string} key - Asset key of the frame to retrieve from the Cache.
* @return {Phaser.Frame} The frame data.
*/
getTextureFrame: function (key) {
@@ -634,8 +579,8 @@ Phaser.Cache.prototype = {
* Get a RenderTexture by key.
*
* @method Phaser.Cache#getTexture
* @param {string} key - Asset key of the RenderTexture you want.
* @return {Phaser.RenderTexture} The RenderTexture you want.
* @param {string} key - Asset key of the RenderTexture to retrieve from the Cache.
* @return {Phaser.RenderTexture} The RenderTexture object.
*/
getTexture: function (key) {
@@ -654,8 +599,8 @@ Phaser.Cache.prototype = {
* Get sound by key.
*
* @method Phaser.Cache#getSound
* @param {string} key - Asset key of the sound you want.
* @return {Phaser.Sound} The sound you want.
* @param {string} key - Asset key of the sound to retrieve from the Cache.
* @return {Phaser.Sound} The sound object.
*/
getSound: function (key) {
@@ -674,8 +619,8 @@ Phaser.Cache.prototype = {
* Get sound data by key.
*
* @method Phaser.Cache#getSoundData
* @param {string} key - Asset key of the sound you want.
* @return {object} The sound data you want.
* @param {string} key - Asset key of the sound to retrieve from the Cache.
* @return {object} The sound data.
*/
getSoundData: function (key) {
@@ -694,7 +639,7 @@ Phaser.Cache.prototype = {
* Check if the given sound has finished decoding.
*
* @method Phaser.Cache#isSoundDecoded
* @param {string} key - Asset key of the sound you want.
* @param {string} key - Asset key of the sound in the Cache.
* @return {boolean} The decoded state of the Sound object.
*/
isSoundDecoded: function (key) {
@@ -710,7 +655,7 @@ Phaser.Cache.prototype = {
* Check if the given sound is ready for playback. A sound is considered ready when it has finished decoding and the device is no longer touch locked.
*
* @method Phaser.Cache#isSoundReady
* @param {string} key - Asset key of the sound you want.
* @param {string} key - Asset key of the sound in the Cache.
* @return {boolean} True if the sound is decoded and the device is not touch locked.
*/
isSoundReady: function (key) {
@@ -741,8 +686,8 @@ Phaser.Cache.prototype = {
* Get text data by key.
*
* @method Phaser.Cache#getText
* @param {string} key - Asset key of the text data you want.
* @return {object} The text data you want.
* @param {string} key - Asset key of the text data to retrieve from the Cache.
* @return {object} The text data.
*/
getText: function (key) {
@@ -757,6 +702,26 @@ Phaser.Cache.prototype = {
},
/**
* Get binary data by key.
*
* @method Phaser.Cache#getBinary
* @param {string} key - Asset key of the binary data object to retrieve from the Cache.
* @return {object} The binary data object.
*/
getBinary: function (key) {
if (this._binary[key])
{
return this._binary[key];
}
else
{
console.warn('Phaser.Cache.getBinary: Invalid key: "' + key + '"');
}
},
/**
* Get the cache keys from a given array of objects.
* Normally you don't call this directly but instead use getImageKeys, getSoundKeys, etc.
+40 -3
View File
@@ -363,6 +363,29 @@ Phaser.Loader.prototype = {
},
/**
* Add a binary file to the Loader. It will be loaded via xhr with a responseType of "arraybuffer". You can specify an optional callback to process the file after load.
* When the callback is called it will be passed 2 parameters: the key of the file and the file data.
* WARNING: If you specify a callback, the file data will be set to whatever your callback returns. So always return the data object, even if you didn't modify it.
*
* @method Phaser.Loader#binary
* @param {string} key - Unique asset key of the binary file.
* @param {string} url - URL of the binary file.
* @param {function} [callback] - Optional callback that will be passed the file after loading, so you can perform additional processing on it.
* @param {function} [callbackContext] - The context under which the callback will be applied. If not specified it will use the callback itself as the context.
* @return {Phaser.Loader} This Loader instance.
*/
binary: function (key, url, callback, callbackContext) {
if (typeof callback === 'undefined') { callback = false; }
if (callback !== false && typeof callbackContext === 'undefined') { callbackContext = callback; }
this.addToFileList('binary', key, url, { callback: callback, callbackContext: callbackContext });
return this;
},
/**
* Add a new sprite sheet to the loader.
*
@@ -854,6 +877,7 @@ Phaser.Loader.prototype = {
break;
case 'text':
case 'script':
this._xhr.open("GET", this.baseURL + file.url, true);
this._xhr.responseType = "text";
this._xhr.onload = function () {
@@ -865,10 +889,9 @@ Phaser.Loader.prototype = {
this._xhr.send();
break;
case 'script':
case 'binary':
this._xhr.open("GET", this.baseURL + file.url, true);
this._xhr.responseType = "text";
this._xhr.responseType = "arraybuffer";
this._xhr.onload = function () {
return _this.fileComplete(_this._fileIndex);
};
@@ -1070,6 +1093,20 @@ Phaser.Loader.prototype = {
file.data.text = this._xhr.responseText;
document.head.appendChild(file.data);
break;
case 'binary':
if (file.callback)
{
file.data = file.callback.call(file.callbackContext, file.key, this._xhr.response);
}
else
{
file.data = this._xhr.response;
}
this.game.cache.addBinary(file.key, file.data);
break;
}
if (loadNext)