mirror of
https://github.com/wassname/phaser.git
synced 2026-09-09 11:28:47 +08:00
Tidying up and trying to fix more stupid TypeScript errors.
This commit is contained in:
@@ -1,117 +0,0 @@
|
||||
/// <reference path="../_definitions.ts" />
|
||||
/**
|
||||
* Phaser - AnimationLoader
|
||||
*
|
||||
* Responsible for parsing sprite sheet and JSON data into the internal FrameData format that Phaser uses for animations.
|
||||
*/
|
||||
var Phaser;
|
||||
(function (Phaser) {
|
||||
var AnimationLoader = (function () {
|
||||
function AnimationLoader() {
|
||||
}
|
||||
AnimationLoader.parseSpriteSheet = /**
|
||||
* Parse a sprite sheet from asset data.
|
||||
* @param key {string} Asset key for the sprite sheet data.
|
||||
* @param frameWidth {number} Width of animation frame.
|
||||
* @param frameHeight {number} Height of animation frame.
|
||||
* @param frameMax {number} Number of animation frames.
|
||||
* @return {FrameData} Generated FrameData object.
|
||||
*/
|
||||
function (game, key, frameWidth, frameHeight, frameMax) {
|
||||
// How big is our image?
|
||||
var img = game.cache.getImage(key);
|
||||
|
||||
if (img == null) {
|
||||
return null;
|
||||
}
|
||||
|
||||
var width = img.width;
|
||||
var height = img.height;
|
||||
|
||||
var row = Math.round(width / frameWidth);
|
||||
var column = Math.round(height / frameHeight);
|
||||
var total = row * column;
|
||||
|
||||
if (frameMax !== -1) {
|
||||
total = frameMax;
|
||||
}
|
||||
|
||||
if (width == 0 || height == 0 || width < frameWidth || height < frameHeight || total === 0) {
|
||||
throw new Error("AnimationLoader.parseSpriteSheet: width/height zero or width/height < given frameWidth/frameHeight");
|
||||
return null;
|
||||
}
|
||||
|
||||
// Let's create some frames then
|
||||
var data = new Phaser.FrameData();
|
||||
|
||||
var x = 0;
|
||||
var y = 0;
|
||||
|
||||
for (var i = 0; i < total; i++) {
|
||||
data.addFrame(new Phaser.Frame(x, y, frameWidth, frameHeight, ''));
|
||||
|
||||
x += frameWidth;
|
||||
|
||||
if (x === width) {
|
||||
x = 0;
|
||||
y += frameHeight;
|
||||
}
|
||||
}
|
||||
|
||||
return data;
|
||||
};
|
||||
|
||||
AnimationLoader.parseJSONData = /**
|
||||
* Parse frame datas from json.
|
||||
* @param json {object} Json data you want to parse.
|
||||
* @return {FrameData} Generated FrameData object.
|
||||
*/
|
||||
function (game, json) {
|
||||
if (!json['frames']) {
|
||||
console.log(json);
|
||||
throw new Error("Phaser.AnimationLoader.parseJSONData: Invalid Texture Atlas JSON given, missing 'frames' array");
|
||||
}
|
||||
|
||||
// Let's create some frames then
|
||||
var data = new Phaser.FrameData();
|
||||
|
||||
// By this stage frames is a fully parsed array
|
||||
var frames = json['frames'];
|
||||
var newFrame;
|
||||
|
||||
for (var i = 0; i < frames.length; i++) {
|
||||
newFrame = data.addFrame(new Phaser.Frame(frames[i].frame.x, frames[i].frame.y, frames[i].frame.w, frames[i].frame.h, frames[i].filename));
|
||||
newFrame.setTrim(frames[i].trimmed, frames[i].sourceSize.w, frames[i].sourceSize.h, frames[i].spriteSourceSize.x, frames[i].spriteSourceSize.y, frames[i].spriteSourceSize.w, frames[i].spriteSourceSize.h);
|
||||
}
|
||||
|
||||
return data;
|
||||
};
|
||||
|
||||
AnimationLoader.parseXMLData = function (game, xml, format) {
|
||||
if (!xml.getElementsByTagName('TextureAtlas')) {
|
||||
throw new Error("Phaser.AnimationLoader.parseXMLData: Invalid Texture Atlas XML given, missing <TextureAtlas> tag");
|
||||
}
|
||||
|
||||
// Let's create some frames then
|
||||
var data = new Phaser.FrameData();
|
||||
|
||||
var frames = xml.getElementsByTagName('SubTexture');
|
||||
|
||||
var newFrame;
|
||||
|
||||
for (var i = 0; i < frames.length; i++) {
|
||||
var frame = frames[i].attributes;
|
||||
|
||||
newFrame = data.addFrame(new Phaser.Frame(frame.x.nodeValue, frame.y.nodeValue, frame.width.nodeValue, frame.height.nodeValue, frame.name.nodeValue));
|
||||
|
||||
if (frame.frameX.nodeValue != '-0' || frame.frameY.nodeValue != '-0') {
|
||||
newFrame.setTrim(true, frame.width.nodeValue, frame.height.nodeValue, Math.abs(frame.frameX.nodeValue), Math.abs(frame.frameY.nodeValue), frame.frameWidth.nodeValue, frame.frameHeight.nodeValue);
|
||||
}
|
||||
}
|
||||
|
||||
return data;
|
||||
};
|
||||
return AnimationLoader;
|
||||
})();
|
||||
Phaser.AnimationLoader = AnimationLoader;
|
||||
})(Phaser || (Phaser = {}));
|
||||
@@ -1,332 +0,0 @@
|
||||
/// <reference path="../_definitions.ts" />
|
||||
/**
|
||||
* Phaser - Cache
|
||||
*
|
||||
* A game only has one instance of a Cache and it is used to store all externally loaded assets such
|
||||
* as images, sounds and data files as a result of Loader calls. Cache items use string based keys for look-up.
|
||||
*/
|
||||
var Phaser;
|
||||
(function (Phaser) {
|
||||
var Cache = (function () {
|
||||
/**
|
||||
* Cache constructor
|
||||
*/
|
||||
function Cache(game) {
|
||||
this.onSoundUnlock = new Phaser.Signal();
|
||||
this.game = game;
|
||||
|
||||
this._canvases = {};
|
||||
this._images = {};
|
||||
this._sounds = {};
|
||||
this._text = {};
|
||||
}
|
||||
/**
|
||||
* Add a new canvas.
|
||||
* @param key {string} Asset key for this canvas.
|
||||
* @param canvas {HTMLCanvasElement} Canvas DOM element.
|
||||
* @param context {CanvasRenderingContext2D} Render context of this canvas.
|
||||
*/
|
||||
Cache.prototype.addCanvas = function (key, canvas, context) {
|
||||
this._canvases[key] = { canvas: canvas, context: context };
|
||||
};
|
||||
|
||||
/**
|
||||
* Add a new sprite sheet.
|
||||
* @param key {string} Asset key for the sprite sheet.
|
||||
* @param url {string} URL of this sprite sheet file.
|
||||
* @param data {object} Extra sprite sheet data.
|
||||
* @param frameWidth {number} Width of the sprite sheet.
|
||||
* @param frameHeight {number} Height of the sprite sheet.
|
||||
* @param frameMax {number} How many frames stored in the sprite sheet.
|
||||
*/
|
||||
Cache.prototype.addSpriteSheet = function (key, url, data, frameWidth, frameHeight, frameMax) {
|
||||
this._images[key] = { url: url, data: data, spriteSheet: true, frameWidth: frameWidth, frameHeight: frameHeight };
|
||||
this._images[key].frameData = Phaser.AnimationLoader.parseSpriteSheet(this.game, key, frameWidth, frameHeight, frameMax);
|
||||
};
|
||||
|
||||
/**
|
||||
* Add a new texture atlas.
|
||||
* @param key {string} Asset key for the texture atlas.
|
||||
* @param url {string} URL of this texture atlas file.
|
||||
* @param data {object} Extra texture atlas data.
|
||||
* @param atlasData {object} Texture atlas frames data.
|
||||
*/
|
||||
Cache.prototype.addTextureAtlas = function (key, url, data, atlasData, format) {
|
||||
this._images[key] = { url: url, data: data, spriteSheet: true };
|
||||
|
||||
if (format == Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY) {
|
||||
this._images[key].frameData = Phaser.AnimationLoader.parseJSONData(this.game, atlasData);
|
||||
} else if (format == Phaser.Loader.TEXTURE_ATLAS_XML_STARLING) {
|
||||
this._images[key].frameData = Phaser.AnimationLoader.parseXMLData(this.game, atlasData, format);
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Add a new image.
|
||||
* @param key {string} Asset key for the image.
|
||||
* @param url {string} URL of this image file.
|
||||
* @param data {object} Extra image data.
|
||||
*/
|
||||
Cache.prototype.addImage = function (key, url, data) {
|
||||
this._images[key] = { url: url, data: data, spriteSheet: false };
|
||||
};
|
||||
|
||||
/**
|
||||
* Add a new sound.
|
||||
* @param key {string} Asset key for the sound.
|
||||
* @param url {string} URL of this sound file.
|
||||
* @param data {object} Extra sound data.
|
||||
*/
|
||||
Cache.prototype.addSound = function (key, url, data, webAudio, audioTag) {
|
||||
if (typeof webAudio === "undefined") { webAudio = true; }
|
||||
if (typeof audioTag === "undefined") { audioTag = false; }
|
||||
var locked = this.game.sound.touchLocked;
|
||||
var decoded = false;
|
||||
|
||||
if (audioTag) {
|
||||
decoded = true;
|
||||
}
|
||||
|
||||
this._sounds[key] = { url: url, data: data, locked: locked, isDecoding: false, decoded: decoded, webAudio: webAudio, audioTag: audioTag };
|
||||
};
|
||||
|
||||
Cache.prototype.reloadSound = function (key) {
|
||||
var _this = this;
|
||||
if (this._sounds[key]) {
|
||||
this._sounds[key].data.src = this._sounds[key].url;
|
||||
this._sounds[key].data.addEventListener('canplaythrough', function () {
|
||||
return _this.reloadSoundComplete(key);
|
||||
}, false);
|
||||
this._sounds[key].data.load();
|
||||
}
|
||||
};
|
||||
|
||||
Cache.prototype.reloadSoundComplete = function (key) {
|
||||
if (this._sounds[key]) {
|
||||
this._sounds[key].locked = false;
|
||||
this.onSoundUnlock.dispatch(key);
|
||||
}
|
||||
};
|
||||
|
||||
Cache.prototype.updateSound = function (key, property, value) {
|
||||
if (this._sounds[key]) {
|
||||
this._sounds[key][property] = value;
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Add a new decoded sound.
|
||||
* @param key {string} Asset key for the sound.
|
||||
* @param data {object} Extra sound data.
|
||||
*/
|
||||
Cache.prototype.decodedSound = function (key, data) {
|
||||
this._sounds[key].data = data;
|
||||
this._sounds[key].decoded = true;
|
||||
this._sounds[key].isDecoding = false;
|
||||
};
|
||||
|
||||
/**
|
||||
* Add a new text data.
|
||||
* @param key {string} Asset key for the text data.
|
||||
* @param url {string} URL of this text data file.
|
||||
* @param data {object} Extra text data.
|
||||
*/
|
||||
Cache.prototype.addText = function (key, url, data) {
|
||||
this._text[key] = { url: url, data: data };
|
||||
};
|
||||
|
||||
/**
|
||||
* Get canvas by key.
|
||||
* @param key Asset key of the canvas you want.
|
||||
* @return {object} The canvas you want.
|
||||
*/
|
||||
Cache.prototype.getCanvas = function (key) {
|
||||
if (this._canvases[key]) {
|
||||
return this._canvases[key].canvas;
|
||||
}
|
||||
|
||||
return null;
|
||||
};
|
||||
|
||||
/**
|
||||
* Get image data by key.
|
||||
* @param key Asset key of the image you want.
|
||||
* @return {object} The image data you want.
|
||||
*/
|
||||
Cache.prototype.getImage = function (key) {
|
||||
if (this._images[key]) {
|
||||
return this._images[key].data;
|
||||
}
|
||||
|
||||
return null;
|
||||
};
|
||||
|
||||
/**
|
||||
* Get frame data by key.
|
||||
* @param key Asset key of the frame data you want.
|
||||
* @return {object} The frame data you want.
|
||||
*/
|
||||
Cache.prototype.getFrameData = function (key) {
|
||||
if (this._images[key] && this._images[key].spriteSheet == true) {
|
||||
return this._images[key].frameData;
|
||||
}
|
||||
|
||||
return null;
|
||||
};
|
||||
|
||||
/**
|
||||
* Get sound by key.
|
||||
* @param key Asset key of the sound you want.
|
||||
* @return {object} The sound you want.
|
||||
*/
|
||||
Cache.prototype.getSound = function (key) {
|
||||
if (this._sounds[key]) {
|
||||
return this._sounds[key];
|
||||
}
|
||||
|
||||
return null;
|
||||
};
|
||||
|
||||
/**
|
||||
* Get sound data by key.
|
||||
* @param key Asset key of the sound you want.
|
||||
* @return {object} The sound data you want.
|
||||
*/
|
||||
Cache.prototype.getSoundData = function (key) {
|
||||
if (this._sounds[key]) {
|
||||
return this._sounds[key].data;
|
||||
}
|
||||
|
||||
return null;
|
||||
};
|
||||
|
||||
/**
|
||||
* Check whether an asset is decoded sound.
|
||||
* @param key Asset key of the sound you want.
|
||||
* @return {object} The sound data you want.
|
||||
*/
|
||||
Cache.prototype.isSoundDecoded = function (key) {
|
||||
if (this._sounds[key]) {
|
||||
return this._sounds[key].decoded;
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Check whether an asset is decoded sound.
|
||||
* @param key Asset key of the sound you want.
|
||||
* @return {object} The sound data you want.
|
||||
*/
|
||||
Cache.prototype.isSoundReady = function (key) {
|
||||
if (this._sounds[key] && this._sounds[key].decoded == true && this._sounds[key].locked == false) {
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
};
|
||||
|
||||
/**
|
||||
* Check whether an asset is sprite sheet.
|
||||
* @param key Asset key of the sprite sheet you want.
|
||||
* @return {object} The sprite sheet data you want.
|
||||
*/
|
||||
Cache.prototype.isSpriteSheet = function (key) {
|
||||
if (this._images[key]) {
|
||||
return this._images[key].spriteSheet;
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Get text data by key.
|
||||
* @param key Asset key of the text data you want.
|
||||
* @return {object} The text data you want.
|
||||
*/
|
||||
Cache.prototype.getText = function (key) {
|
||||
if (this._text[key]) {
|
||||
return this._text[key].data;
|
||||
}
|
||||
|
||||
return null;
|
||||
};
|
||||
|
||||
/**
|
||||
* Returns an array containing all of the keys of Images in the Cache.
|
||||
* @return {Array} The string based keys in the Cache.
|
||||
*/
|
||||
Cache.prototype.getImageKeys = function () {
|
||||
var output = [];
|
||||
|
||||
for (var item in this._images) {
|
||||
output.push(item);
|
||||
}
|
||||
|
||||
return output;
|
||||
};
|
||||
|
||||
/**
|
||||
* Returns an array containing all of the keys of Sounds in the Cache.
|
||||
* @return {Array} The string based keys in the Cache.
|
||||
*/
|
||||
Cache.prototype.getSoundKeys = function () {
|
||||
var output = [];
|
||||
|
||||
for (var item in this._sounds) {
|
||||
output.push(item);
|
||||
}
|
||||
|
||||
return output;
|
||||
};
|
||||
|
||||
/**
|
||||
* Returns an array containing all of the keys of Text Files in the Cache.
|
||||
* @return {Array} The string based keys in the Cache.
|
||||
*/
|
||||
Cache.prototype.getTextKeys = function () {
|
||||
var output = [];
|
||||
|
||||
for (var item in this._text) {
|
||||
output.push(item);
|
||||
}
|
||||
|
||||
return output;
|
||||
};
|
||||
|
||||
Cache.prototype.removeCanvas = function (key) {
|
||||
delete this._canvases[key];
|
||||
};
|
||||
|
||||
Cache.prototype.removeImage = function (key) {
|
||||
delete this._images[key];
|
||||
};
|
||||
|
||||
Cache.prototype.removeSound = function (key) {
|
||||
delete this._sounds[key];
|
||||
};
|
||||
|
||||
Cache.prototype.removeText = function (key) {
|
||||
delete this._text[key];
|
||||
};
|
||||
|
||||
/**
|
||||
* Clean up cache memory.
|
||||
*/
|
||||
Cache.prototype.destroy = function () {
|
||||
for (var item in this._canvases) {
|
||||
delete this._canvases[item['key']];
|
||||
}
|
||||
|
||||
for (var item in this._images) {
|
||||
delete this._images[item['key']];
|
||||
}
|
||||
|
||||
for (var item in this._sounds) {
|
||||
delete this._sounds[item['key']];
|
||||
}
|
||||
|
||||
for (var item in this._text) {
|
||||
delete this._text[item['key']];
|
||||
}
|
||||
};
|
||||
return Cache;
|
||||
})();
|
||||
Phaser.Cache = Cache;
|
||||
})(Phaser || (Phaser = {}));
|
||||
@@ -1,501 +0,0 @@
|
||||
/// <reference path="../_definitions.ts" />
|
||||
/**
|
||||
* Phaser - Loader
|
||||
*
|
||||
* The Loader handles loading all external content such as Images, Sounds, Texture Atlases and data files.
|
||||
* It uses a combination of Image() loading and xhr and provides for progress and completion callbacks.
|
||||
*/
|
||||
var Phaser;
|
||||
(function (Phaser) {
|
||||
var Loader = (function () {
|
||||
/**
|
||||
* Loader constructor
|
||||
*
|
||||
* @param game {Phaser.Game} Current game instance.
|
||||
*/
|
||||
function Loader(game) {
|
||||
/**
|
||||
* The crossOrigin value applied to loaded images
|
||||
* @type {string}
|
||||
*/
|
||||
this.crossOrigin = '';
|
||||
// If you want to append a URL before the path of any asset you can set this here.
|
||||
// Useful if you need to allow an asset url to be configured outside of the game code.
|
||||
// MUST have / on the end of it!
|
||||
this.baseURL = '';
|
||||
this.game = game;
|
||||
|
||||
this._keys = [];
|
||||
this._fileList = {};
|
||||
this._xhr = new XMLHttpRequest();
|
||||
this._queueSize = 0;
|
||||
this.isLoading = false;
|
||||
|
||||
this.onFileComplete = new Phaser.Signal();
|
||||
this.onFileError = new Phaser.Signal();
|
||||
this.onLoadStart = new Phaser.Signal();
|
||||
this.onLoadComplete = new Phaser.Signal();
|
||||
}
|
||||
/**
|
||||
* Reset loader, this will remove all loaded assets.
|
||||
*/
|
||||
Loader.prototype.reset = function () {
|
||||
this._queueSize = 0;
|
||||
this.isLoading = false;
|
||||
};
|
||||
|
||||
Object.defineProperty(Loader.prototype, "queueSize", {
|
||||
get: function () {
|
||||
return this._queueSize;
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
|
||||
/**
|
||||
* Add a new image asset loading request with key and url.
|
||||
* @param key {string} Unique asset key of this image file.
|
||||
* @param url {string} URL of image file.
|
||||
*/
|
||||
Loader.prototype.image = function (key, url, overwrite) {
|
||||
if (typeof overwrite === "undefined") { overwrite = false; }
|
||||
if (overwrite == true || this.checkKeyExists(key) == false) {
|
||||
this._queueSize++;
|
||||
this._fileList[key] = { type: 'image', key: key, url: url, data: null, error: false, loaded: false };
|
||||
this._keys.push(key);
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* 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.
|
||||
*/
|
||||
Loader.prototype.spritesheet = function (key, url, frameWidth, frameHeight, frameMax) {
|
||||
if (typeof frameMax === "undefined") { frameMax = -1; }
|
||||
if (this.checkKeyExists(key) === false) {
|
||||
this._queueSize++;
|
||||
this._fileList[key] = { type: 'spritesheet', key: key, url: url, data: null, frameWidth: frameWidth, frameHeight: frameHeight, frameMax: frameMax, error: false, loaded: false };
|
||||
this._keys.push(key);
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* 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.
|
||||
*/
|
||||
Loader.prototype.atlas = function (key, textureURL, atlasURL, atlasData, format) {
|
||||
if (typeof atlasURL === "undefined") { atlasURL = null; }
|
||||
if (typeof atlasData === "undefined") { atlasData = null; }
|
||||
if (typeof format === "undefined") { format = Loader.TEXTURE_ATLAS_JSON_ARRAY; }
|
||||
if (this.checkKeyExists(key) === false) {
|
||||
if (atlasURL !== null) {
|
||||
// A URL to a json/xml file has been given
|
||||
this._queueSize++;
|
||||
this._fileList[key] = { type: 'textureatlas', key: key, url: textureURL, atlasURL: atlasURL, data: null, format: format, error: false, loaded: false };
|
||||
this._keys.push(key);
|
||||
} else {
|
||||
if (format == Loader.TEXTURE_ATLAS_JSON_ARRAY) {
|
||||
if (typeof atlasData === 'string') {
|
||||
atlasData = JSON.parse(atlasData);
|
||||
}
|
||||
|
||||
this._queueSize++;
|
||||
this._fileList[key] = { type: 'textureatlas', key: key, url: textureURL, data: null, atlasURL: null, atlasData: atlasData, format: format, error: false, loaded: false };
|
||||
this._keys.push(key);
|
||||
} else if (format == Loader.TEXTURE_ATLAS_XML_STARLING) {
|
||||
if (typeof atlasData === 'string') {
|
||||
var xml;
|
||||
|
||||
try {
|
||||
if (window['DOMParser']) {
|
||||
var domparser = new DOMParser();
|
||||
xml = domparser.parseFromString(atlasData, "text/xml");
|
||||
} else {
|
||||
xml = new ActiveXObject("Microsoft.XMLDOM");
|
||||
xml.async = 'false';
|
||||
xml.loadXML(atlasData);
|
||||
}
|
||||
} catch (e) {
|
||||
xml = undefined;
|
||||
}
|
||||
|
||||
if (!xml || !xml.documentElement || xml.getElementsByTagName("parsererror").length) {
|
||||
throw new Error("Phaser.Loader. Invalid Texture Atlas XML given");
|
||||
} else {
|
||||
atlasData = xml;
|
||||
}
|
||||
}
|
||||
|
||||
this._queueSize++;
|
||||
this._fileList[key] = { type: 'textureatlas', key: key, url: textureURL, data: null, atlasURL: null, atlasData: atlasData, format: format, error: false, loaded: false };
|
||||
this._keys.push(key);
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Add a new audio file loading request.
|
||||
* @param key {string} Unique asset key of the audio file.
|
||||
* @param urls {Array} An array containing the URLs of the audio files, i.e.: [ 'jump.mp3', 'jump.ogg', 'jump.m4a' ]
|
||||
* @param autoDecode {boolean} 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.
|
||||
*/
|
||||
Loader.prototype.audio = function (key, urls, autoDecode) {
|
||||
if (typeof autoDecode === "undefined") { autoDecode = true; }
|
||||
if (this.checkKeyExists(key) === false) {
|
||||
this._queueSize++;
|
||||
this._fileList[key] = { type: 'audio', key: key, url: urls, data: null, buffer: null, error: false, loaded: false, autoDecode: autoDecode };
|
||||
this._keys.push(key);
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Add a new text file loading request.
|
||||
* @param key {string} Unique asset key of the text file.
|
||||
* @param url {string} URL of text file.
|
||||
*/
|
||||
Loader.prototype.text = function (key, url) {
|
||||
if (this.checkKeyExists(key) === false) {
|
||||
this._queueSize++;
|
||||
this._fileList[key] = { type: 'text', key: key, url: url, data: null, error: false, loaded: false };
|
||||
this._keys.push(key);
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Remove loading request of a file.
|
||||
* @param key {string} Key of the file you want to remove.
|
||||
*/
|
||||
Loader.prototype.removeFile = function (key) {
|
||||
delete this._fileList[key];
|
||||
};
|
||||
|
||||
/**
|
||||
* Remove all file loading requests.
|
||||
*/
|
||||
Loader.prototype.removeAll = function () {
|
||||
this._fileList = {};
|
||||
};
|
||||
|
||||
/**
|
||||
* Load assets.
|
||||
*/
|
||||
Loader.prototype.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.
|
||||
*/
|
||||
Loader.prototype.loadFile = function () {
|
||||
var _this = this;
|
||||
var file = this._fileList[this._keys.pop()];
|
||||
|
||||
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) {
|
||||
if (this.game.sound.usingWebAudio) {
|
||||
this._xhr.open("GET", this.baseURL + file.url, true);
|
||||
this._xhr.responseType = "arraybuffer";
|
||||
this._xhr.onload = function () {
|
||||
return _this.fileComplete(file.key);
|
||||
};
|
||||
this._xhr.onerror = function () {
|
||||
return _this.fileError(file.key);
|
||||
};
|
||||
this._xhr.send();
|
||||
} else if (this.game.sound.usingAudioTag) {
|
||||
if (this.game.sound.touchLocked) {
|
||||
// If audio is locked we can't do this yet, so need to queue this load request somehow. Bum.
|
||||
file.data = new Audio();
|
||||
file.data.name = file.key;
|
||||
file.data.preload = 'auto';
|
||||
file.data.src = this.baseURL + file.url;
|
||||
this.fileComplete(file.key);
|
||||
} else {
|
||||
file.data = new Audio();
|
||||
file.data.name = file.key;
|
||||
file.data.onerror = function () {
|
||||
return _this.fileError(file.key);
|
||||
};
|
||||
file.data.preload = 'auto';
|
||||
file.data.src = this.baseURL + file.url;
|
||||
file.data.addEventListener('canplaythrough', Phaser.GAMES[this.game.id].load.fileComplete(file.key), false);
|
||||
file.data.load();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
case 'text':
|
||||
this._xhr.open("GET", this.baseURL + file.url, true);
|
||||
this._xhr.responseType = "text";
|
||||
this._xhr.onload = function () {
|
||||
return _this.fileComplete(file.key);
|
||||
};
|
||||
this._xhr.onerror = function () {
|
||||
return _this.fileError(file.key);
|
||||
};
|
||||
this._xhr.send();
|
||||
break;
|
||||
}
|
||||
};
|
||||
|
||||
Loader.prototype.getAudioURL = function (urls) {
|
||||
var extension;
|
||||
|
||||
for (var i = 0; i < urls.length; i++) {
|
||||
extension = urls[i].toLowerCase();
|
||||
extension = extension.substr((Math.max(0, extension.lastIndexOf(".")) || Infinity) + 1);
|
||||
|
||||
if (this.game.device.canPlayAudio(extension)) {
|
||||
return urls[i];
|
||||
}
|
||||
}
|
||||
|
||||
return null;
|
||||
};
|
||||
|
||||
/**
|
||||
* Error occured when load a file.
|
||||
* @param key {string} Key of the error loading file.
|
||||
*/
|
||||
Loader.prototype.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.
|
||||
*/
|
||||
Loader.prototype.fileComplete = function (key) {
|
||||
var _this = this;
|
||||
if (!this._fileList[key]) {
|
||||
throw new Error('Phaser.Loader fileComplete invalid key ' + key);
|
||||
return;
|
||||
}
|
||||
|
||||
this._fileList[key].loaded = true;
|
||||
|
||||
var file = this._fileList[key];
|
||||
var loadNext = true;
|
||||
|
||||
switch (file.type) {
|
||||
case 'image':
|
||||
this.game.cache.addImage(file.key, file.url, file.data);
|
||||
break;
|
||||
|
||||
case 'spritesheet':
|
||||
this.game.cache.addSpriteSheet(file.key, file.url, file.data, file.frameWidth, file.frameHeight, file.frameMax);
|
||||
break;
|
||||
|
||||
case 'textureatlas':
|
||||
if (file.atlasURL == null) {
|
||||
this.game.cache.addTextureAtlas(file.key, file.url, file.data, file.atlasData, file.format);
|
||||
} else {
|
||||
// Load the JSON or XML before carrying on with the next file
|
||||
loadNext = false;
|
||||
this._xhr.open("GET", this.baseURL + file.atlasURL, true);
|
||||
this._xhr.responseType = "text";
|
||||
|
||||
if (file.format == Loader.TEXTURE_ATLAS_JSON_ARRAY) {
|
||||
this._xhr.onload = function () {
|
||||
return _this.jsonLoadComplete(file.key);
|
||||
};
|
||||
} else if (file.format == Loader.TEXTURE_ATLAS_XML_STARLING) {
|
||||
this._xhr.onload = function () {
|
||||
return _this.xmlLoadComplete(file.key);
|
||||
};
|
||||
}
|
||||
|
||||
this._xhr.onerror = function () {
|
||||
return _this.dataLoadError(file.key);
|
||||
};
|
||||
this._xhr.send();
|
||||
}
|
||||
break;
|
||||
|
||||
case 'audio':
|
||||
if (this.game.sound.usingWebAudio) {
|
||||
file.data = this._xhr.response;
|
||||
|
||||
this.game.cache.addSound(file.key, file.url, file.data, true, false);
|
||||
|
||||
if (file.autoDecode) {
|
||||
this.game.cache.updateSound(key, 'isDecoding', true);
|
||||
|
||||
var that = this;
|
||||
var key = file.key;
|
||||
|
||||
this.game.sound.context.decodeAudioData(file.data, function (buffer) {
|
||||
if (buffer) {
|
||||
that.game.cache.decodedSound(key, buffer);
|
||||
}
|
||||
});
|
||||
}
|
||||
} else {
|
||||
file.data.removeEventListener('canplaythrough', Phaser.GAMES[this.game.id].load.fileComplete);
|
||||
this.game.cache.addSound(file.key, file.url, file.data, false, true);
|
||||
}
|
||||
break;
|
||||
|
||||
case 'text':
|
||||
file.data = this._xhr.response;
|
||||
this.game.cache.addText(file.key, file.url, file.data);
|
||||
break;
|
||||
}
|
||||
|
||||
if (loadNext) {
|
||||
this.nextFile(key, true);
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Successfully loaded a JSON file.
|
||||
* @param key {string} Key of the loaded JSON file.
|
||||
*/
|
||||
Loader.prototype.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.
|
||||
*/
|
||||
Loader.prototype.dataLoadError = function (key) {
|
||||
var file = this._fileList[key];
|
||||
|
||||
file.error = true;
|
||||
|
||||
throw new Error("Phaser.Loader dataLoadError: " + key);
|
||||
|
||||
this.nextFile(key, true);
|
||||
};
|
||||
|
||||
Loader.prototype.xmlLoadComplete = function (key) {
|
||||
var atlasData = this._xhr.response;
|
||||
var xml;
|
||||
|
||||
try {
|
||||
if (window['DOMParser']) {
|
||||
var domparser = new DOMParser();
|
||||
xml = domparser.parseFromString(atlasData, "text/xml");
|
||||
} else {
|
||||
xml = new ActiveXObject("Microsoft.XMLDOM");
|
||||
xml.async = 'false';
|
||||
xml.loadXML(atlasData);
|
||||
}
|
||||
} catch (e) {
|
||||
xml = undefined;
|
||||
}
|
||||
|
||||
if (!xml || !xml.documentElement || xml.getElementsByTagName("parsererror").length) {
|
||||
throw new Error("Phaser.Loader. Invalid XML given");
|
||||
}
|
||||
|
||||
var file = this._fileList[key];
|
||||
this.game.cache.addTextureAtlas(file.key, file.url, file.data, xml, file.format);
|
||||
|
||||
this.nextFile(key, true);
|
||||
};
|
||||
|
||||
/**
|
||||
* Handle loading next file.
|
||||
* @param previousKey {string} Key of previous loaded asset.
|
||||
* @param success {boolean} Whether the previous asset loaded successfully or not.
|
||||
*/
|
||||
Loader.prototype.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();
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* 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.
|
||||
*/
|
||||
Loader.prototype.checkKeyExists = function (key) {
|
||||
if (this._fileList[key]) {
|
||||
return true;
|
||||
} else {
|
||||
return false;
|
||||
}
|
||||
};
|
||||
Loader.TEXTURE_ATLAS_JSON_ARRAY = 0;
|
||||
Loader.TEXTURE_ATLAS_JSON_HASH = 1;
|
||||
Loader.TEXTURE_ATLAS_XML_STARLING = 2;
|
||||
return Loader;
|
||||
})();
|
||||
Phaser.Loader = Loader;
|
||||
})(Phaser || (Phaser = {}));
|
||||
Reference in New Issue
Block a user