Tidying up and trying to fix more stupid TypeScript errors.

This commit is contained in:
Richard Davey
2013-08-12 04:08:15 +01:00
parent e74114f384
commit 91dc7a4acf
207 changed files with 1856 additions and 36272 deletions
-117
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@@ -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 = {}));
-332
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/// <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 = {}));
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/// <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 = {}));