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After defining tiles that collide on a Tilemap, you need to call Tilemap.generateCollisionData(layer) to populate the physics world with the data required. Debug.renderPhysicsBody updated to take camera location and body rotation into account. Body movement functions put back to velocity :) Updated to latest dev version of pixi and latest p2.js Updated docs
1897 lines
55 KiB
HTML
1897 lines
55 KiB
HTML
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<div class="span12">
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<div id="main">
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<h1 class="page-title">Source: loader/Loader.js</h1>
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<section>
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<article>
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<pre class="sunlight-highlight-javascript linenums">/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2014 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* Phaser loader constructor.
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* The Loader handles loading all external content such as Images, Sounds, Texture Atlases and data files.
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* It uses a combination of Image() loading and xhr and provides progress and completion callbacks.
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* @class Phaser.Loader
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* @classdesc The Loader handles loading all external content such as Images, Sounds, Texture Atlases and data files.
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* It uses a combination of Image() loading and xhr and provides progress and completion callbacks.
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* @constructor
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* @param {Phaser.Game} game - A reference to the currently running game.
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*/
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Phaser.Loader = function (game) {
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/**
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* @property {Phaser.Game} game - Local reference to game.
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*/
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this.game = game;
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/**
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* @property {array} _fileList - Contains all the assets file infos.
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* @private
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*/
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this._fileList = [];
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/**
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* @property {number} _fileIndex - The index of the current file being loaded.
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* @private
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*/
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this._fileIndex = 0;
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/**
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* @property {number} _progressChunk - Indicates the size of 1 file in terms of a percentage out of 100.
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* @private
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* @default
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*/
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this._progressChunk = 0;
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/**
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* @property {XMLHttpRequest} - An XMLHttpRequest object used for loading text and audio data.
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* @private
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*/
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this._xhr = new XMLHttpRequest();
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/**
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* @property {boolean} isLoading - True if the Loader is in the process of loading the queue.
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* @default
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*/
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this.isLoading = false;
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/**
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* @property {boolean} hasLoaded - True if all assets in the queue have finished loading.
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* @default
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*/
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this.hasLoaded = false;
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/**
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* @property {number} progress - The rounded load progress percentage value (from 0 to 100)
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* @default
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*/
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this.progress = 0;
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/**
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* @property {number} progressFloat - The non-rounded load progress value (from 0.0 to 100.0)
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* @default
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*/
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this.progressFloat = 0;
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/**
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* You can optionally link a sprite to the preloader.
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* If you do so the Sprites width or height will be cropped based on the percentage loaded.
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* @property {Phaser.Sprite|Phaser.Image} preloadSprite
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* @default
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*/
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this.preloadSprite = null;
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/**
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* @property {boolean|string} crossOrigin - The crossOrigin value applied to loaded images.
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* @default
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*/
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this.crossOrigin = false;
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/**
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* If you want to append a URL before the path of any asset you can set this here.
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* Useful if you need to allow an asset url to be configured outside of the game code.
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* MUST have / on the end of it!
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* @property {string} baseURL
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* @default
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*/
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this.baseURL = '';
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/**
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* @property {Phaser.Signal} onFileComplete - Event signal.
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*/
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this.onFileComplete = new Phaser.Signal();
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/**
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* @property {Phaser.Signal} onFileError - Event signal.
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*/
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this.onFileError = new Phaser.Signal();
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/**
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* @property {Phaser.Signal} onLoadStart - Event signal.
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*/
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this.onLoadStart = new Phaser.Signal();
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/**
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* @property {Phaser.Signal} onLoadComplete - Event signal.
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*/
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this.onLoadComplete = new Phaser.Signal();
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};
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/**
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* @constant
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* @type {number}
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*/
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Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY = 0;
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/**
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* @constant
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* @type {number}
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*/
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Phaser.Loader.TEXTURE_ATLAS_JSON_HASH = 1;
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/**
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* @constant
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* @type {number}
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*/
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Phaser.Loader.TEXTURE_ATLAS_XML_STARLING = 2;
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/**
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* @constant
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* @type {number}
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*/
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Phaser.Loader.PHYSICS_LIME_CORONA = 3;
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Phaser.Loader.prototype = {
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/**
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* You can set a Sprite to be a "preload" sprite by passing it to this method.
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* A "preload" sprite will have its width or height crop adjusted based on the percentage of the loader in real-time.
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* This allows you to easily make loading bars for games.
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*
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* @method Phaser.Loader#setPreloadSprite
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* @param {Phaser.Sprite} sprite - The sprite that will be cropped during the load.
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* @param {number} [direction=0] - A value of zero means the sprite width will be cropped, a value of 1 means its height will be cropped.
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*/
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setPreloadSprite: function (sprite, direction) {
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direction = direction || 0;
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this.preloadSprite = { sprite: sprite, direction: direction, width: sprite.width, height: sprite.height, crop: null };
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if (direction === 0)
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{
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// Horizontal crop
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|
this.preloadSprite.crop = new Phaser.Rectangle(0, 0, 1, sprite.height);
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}
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else
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{
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|
// Vertical crop
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this.preloadSprite.crop = new Phaser.Rectangle(0, 0, sprite.width, 1);
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}
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sprite.crop(this.preloadSprite.crop);
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},
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/**
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* Check whether asset exists with a specific key.
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*
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* @method Phaser.Loader#checkKeyExists
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* @param {string} type - The type asset you want to check.
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* @param {string} key - Key of the asset you want to check.
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* @return {boolean} Return true if exists, otherwise return false.
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*/
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checkKeyExists: function (type, key) {
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if (this._fileList.length > 0)
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{
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for (var i = 0; i < this._fileList.length; i++)
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{
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if (this._fileList[i].type === type && this._fileList[i].key === key)
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{
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|
return true;
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}
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}
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}
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return false;
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},
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/**
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* Gets the asset that is queued for load.
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*
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* @method Phaser.Loader#getAsset
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* @param {string} type - The type asset you want to check.
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* @param {string} key - Key of the asset you want to check.
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* @return {any} Returns an object if found that has 2 properties: index and file. Otherwise false.
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*/
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getAsset: function (type, key) {
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if (this._fileList.length > 0)
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{
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for (var i = 0; i < this._fileList.length; i++)
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{
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if (this._fileList[i].type === type && this._fileList[i].key === key)
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{
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return { index: i, file: this._fileList[i] };
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}
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}
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}
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return false;
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},
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/**
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* Reset loader, this will remove the load queue.
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*
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* @method Phaser.Loader#reset
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*/
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reset: function () {
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this.preloadSprite = null;
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this.isLoading = false;
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this._fileList.length = 0;
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this._fileIndex = 0;
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},
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/**
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* Internal function that adds a new entry to the file list. Do not call directly.
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*
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* @method Phaser.Loader#addToFileList
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* @param {string} type - The type of resource to add to the list (image, audio, xml, etc).
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* @param {string} key - The unique Cache ID key of this resource.
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* @param {string} url - The URL the asset will be loaded from.
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* @param {object} properties - Any additional properties needed to load the file.
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* @protected
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*/
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addToFileList: function (type, key, url, properties) {
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var entry = {
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type: type,
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key: key,
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url: url,
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data: null,
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error: false,
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loaded: false
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|
};
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if (typeof properties !== "undefined")
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|
{
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|
for (var prop in properties)
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{
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entry[prop] = properties[prop];
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|
}
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}
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if (this.checkKeyExists(type, key) === false)
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{
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this._fileList.push(entry);
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}
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},
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/**
|
|
* Internal function that replaces an existing entry in the file list with a new one. Do not call directly.
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*
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* @method Phaser.Loader#replaceInFileList
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* @param {string} type - The type of resource to add to the list (image, audio, xml, etc).
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* @param {string} key - The unique Cache ID key of this resource.
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* @param {string} url - The URL the asset will be loaded from.
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* @param {object} properties - Any additional properties needed to load the file.
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|
* @protected
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*/
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replaceInFileList: function (type, key, url, properties) {
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var entry = {
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type: type,
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key: key,
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url: url,
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data: null,
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|
error: false,
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|
loaded: false
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|
};
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|
|
|
if (typeof properties !== "undefined")
|
|
{
|
|
for (var prop in properties)
|
|
{
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|
entry[prop] = properties[prop];
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|
}
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|
}
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|
|
if (this.checkKeyExists(type, key) === false)
|
|
{
|
|
this._fileList.push(entry);
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|
}
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},
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/**
|
|
* Add an image to the Loader.
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*
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|
* @method Phaser.Loader#image
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* @param {string} key - Unique asset key of this image file.
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* @param {string} url - URL of image file.
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|
* @param {boolean} [overwrite=false] - If an unloaded file with a matching key already exists in the queue, this entry will overwrite it.
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|
* @return {Phaser.Loader} This Loader instance.
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*/
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image: function (key, url, overwrite) {
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|
if (typeof overwrite === "undefined") { overwrite = false; }
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if (overwrite)
|
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{
|
|
this.replaceInFileList('image', key, url);
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|
}
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|
else
|
|
{
|
|
this.addToFileList('image', key, url);
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|
}
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return this;
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},
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/**
|
|
* Add a text file to the Loader.
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*
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|
* @method Phaser.Loader#text
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* @param {string} key - Unique asset key of the text file.
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|
* @param {string} url - URL of the text file.
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|
* @param {boolean} [overwrite=false] - If an unloaded file with a matching key already exists in the queue, this entry will overwrite it.
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|
* @return {Phaser.Loader} This Loader instance.
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|
*/
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|
text: function (key, url, overwrite) {
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|
if (typeof overwrite === "undefined") { overwrite = false; }
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|
|
if (overwrite)
|
|
{
|
|
this.replaceInFileList('text', key, url);
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|
}
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|
else
|
|
{
|
|
this.addToFileList('text', key, url);
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|
}
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|
return this;
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},
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/**
|
|
* Add a JavaScript file to the Loader. Once loaded the JavaScript file will be automatically turned into a script tag (and executed), so be careful what you load!
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|
*
|
|
* @method Phaser.Loader#script
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* @param {string} key - Unique asset key of the script file.
|
|
* @param {string} url - URL of the JavaScript file.
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|
* @return {Phaser.Loader} This Loader instance.
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|
*/
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|
script: function (key, url) {
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|
|
this.addToFileList('script', key, url);
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|
|
return this;
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},
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|
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/**
|
|
* 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.
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|
* 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.
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|
*
|
|
* @method Phaser.Loader#binary
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|
* @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) {
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|
|
|
if (typeof callback === 'undefined') { callback = false; }
|
|
if (callback !== false && typeof callbackContext === 'undefined') { callbackContext = callback; }
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|
|
this.addToFileList('binary', key, url, { callback: callback, callbackContext: callbackContext });
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|
|
return this;
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|
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|
},
|
|
|
|
/**
|
|
* Add a new sprite sheet to the loader.
|
|
*
|
|
* @method Phaser.Loader#spritesheet
|
|
* @param {string} key - Unique asset key of the sheet file.
|
|
* @param {string} url - URL of the sheet file.
|
|
* @param {number} frameWidth - Width of each single frame.
|
|
* @param {number} frameHeight - Height of each single frame.
|
|
* @param {number} [frameMax=-1] - How many frames in this sprite sheet. If not specified it will divide the whole image into frames.
|
|
* @param {number} [margin=0] - If the frames have been drawn with a margin, specify the amount here.
|
|
* @param {number} [spacing=0] - If the frames have been drawn with spacing between them, specify the amount here.
|
|
* @return {Phaser.Loader} This Loader instance.
|
|
*/
|
|
spritesheet: function (key, url, frameWidth, frameHeight, frameMax, margin, spacing) {
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|
|
if (typeof frameMax === "undefined") { frameMax = -1; }
|
|
if (typeof margin === "undefined") { margin = 0; }
|
|
if (typeof spacing === "undefined") { spacing = 0; }
|
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|
|
this.addToFileList('spritesheet', key, url, { frameWidth: frameWidth, frameHeight: frameHeight, frameMax: frameMax, margin: margin, spacing: spacing });
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|
|
|
return this;
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|
|
|
},
|
|
|
|
/**
|
|
* Add a new audio file to the loader.
|
|
*
|
|
* @method Phaser.Loader#audio
|
|
* @param {string} key - Unique asset key of the audio file.
|
|
* @param {Array|string} urls - An array containing the URLs of the audio files, i.e.: [ 'jump.mp3', 'jump.ogg', 'jump.m4a' ] or a single string containing just one URL.
|
|
* @param {boolean} autoDecode - 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.
|
|
* @return {Phaser.Loader} This Loader instance.
|
|
*/
|
|
audio: function (key, urls, autoDecode) {
|
|
|
|
if (typeof autoDecode === "undefined") { autoDecode = true; }
|
|
|
|
this.addToFileList('audio', key, urls, { buffer: null, autoDecode: autoDecode });
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
/**
|
|
* Add a new tilemap loading request.
|
|
*
|
|
* @method Phaser.Loader#tilemap
|
|
* @param {string} key - Unique asset key of the tilemap data.
|
|
* @param {string} [mapDataURL] - The url of the map data file (csv/json)
|
|
* @param {object} [mapData] - An optional JSON data object. If given then the mapDataURL is ignored and this JSON object is used for map data instead.
|
|
* @param {string} [format=Phaser.Tilemap.CSV] - The format of the map data. Either Phaser.Tilemap.CSV or Phaser.Tilemap.TILED_JSON.
|
|
* @return {Phaser.Loader} This Loader instance.
|
|
*/
|
|
tilemap: function (key, mapDataURL, mapData, format) {
|
|
|
|
if (typeof mapDataURL === "undefined") { mapDataURL = null; }
|
|
if (typeof mapData === "undefined") { mapData = null; }
|
|
if (typeof format === "undefined") { format = Phaser.Tilemap.CSV; }
|
|
|
|
if (mapDataURL == null && mapData == null)
|
|
{
|
|
console.warn('Phaser.Loader.tilemap - Both mapDataURL and mapData are null. One must be set.');
|
|
|
|
return this;
|
|
}
|
|
|
|
// A map data object has been given
|
|
if (mapData)
|
|
{
|
|
switch (format)
|
|
{
|
|
// A csv string or object has been given
|
|
case Phaser.Tilemap.CSV:
|
|
break;
|
|
|
|
// An xml string or object has been given
|
|
case Phaser.Tilemap.TILED_JSON:
|
|
|
|
if (typeof mapData === 'string')
|
|
{
|
|
mapData = JSON.parse(mapData);
|
|
}
|
|
break;
|
|
}
|
|
|
|
this.game.cache.addTilemap(key, null, mapData, format);
|
|
}
|
|
else
|
|
{
|
|
this.addToFileList('tilemap', key, mapDataURL, { format: format });
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
/**
|
|
* Add a new physics data object loading request.
|
|
* The data must be in Lime + Corona JSON format. Physics Editor by code'n'web exports in this format natively.
|
|
*
|
|
* @method Phaser.Loader#physics
|
|
* @param {string} key - Unique asset key of the physics json data.
|
|
* @param {string} [dataURL] - The url of the map data file (csv/json)
|
|
* @param {object} [jsonData] - An optional JSON data object. If given then the dataURL is ignored and this JSON object is used for physics data instead.
|
|
* @param {string} [format=Phaser.Physics.LIME_CORONA_JSON] - The format of the physics data.
|
|
* @return {Phaser.Loader} This Loader instance.
|
|
*/
|
|
physics: function (key, dataURL, jsonData, format) {
|
|
|
|
if (typeof dataURL === "undefined") { dataURL = null; }
|
|
if (typeof jsonData === "undefined") { jsonData = null; }
|
|
if (typeof format === "undefined") { format = Phaser.Physics.LIME_CORONA_JSON; }
|
|
|
|
if (dataURL == null && jsonData == null)
|
|
{
|
|
console.warn('Phaser.Loader.physics - Both dataURL and jsonData are null. One must be set.');
|
|
|
|
return this;
|
|
}
|
|
|
|
// A map data object has been given
|
|
if (jsonData)
|
|
{
|
|
if (typeof jsonData === 'string')
|
|
{
|
|
jsonData = JSON.parse(jsonData);
|
|
}
|
|
|
|
this.game.cache.addPhysicsData(key, null, jsonData, format);
|
|
}
|
|
else
|
|
{
|
|
this.addToFileList('physics', key, dataURL, { format: format });
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
/**
|
|
* Add a new bitmap font loading request.
|
|
*
|
|
* @method Phaser.Loader#bitmapFont
|
|
* @param {string} key - Unique asset key of the bitmap font.
|
|
* @param {string} textureURL - The url of the font image file.
|
|
* @param {string} [xmlURL] - The url of the font data file (xml/fnt)
|
|
* @param {object} [xmlData] - An optional XML data object.
|
|
* @param {number} [xSpacing=0] - If you'd like to add additional horizontal spacing between the characters then set the pixel value here.
|
|
* @param {number} [ySpacing=0] - If you'd like to add additional vertical spacing between the lines then set the pixel value here.
|
|
* @return {Phaser.Loader} This Loader instance.
|
|
*/
|
|
bitmapFont: function (key, textureURL, xmlURL, xmlData, xSpacing, ySpacing) {
|
|
|
|
if (typeof xmlURL === "undefined") { xmlURL = null; }
|
|
if (typeof xmlData === "undefined") { xmlData = null; }
|
|
if (typeof xSpacing === "undefined") { xSpacing = 0; }
|
|
if (typeof ySpacing === "undefined") { ySpacing = 0; }
|
|
|
|
// A URL to a json/xml file has been given
|
|
if (xmlURL)
|
|
{
|
|
this.addToFileList('bitmapfont', key, textureURL, { xmlURL: xmlURL, xSpacing: xSpacing, ySpacing: ySpacing });
|
|
}
|
|
else
|
|
{
|
|
// An xml string or object has been given
|
|
if (typeof xmlData === 'string')
|
|
{
|
|
var xml;
|
|
|
|
try {
|
|
if (window['DOMParser'])
|
|
{
|
|
var domparser = new DOMParser();
|
|
xml = domparser.parseFromString(xmlData, "text/xml");
|
|
}
|
|
else
|
|
{
|
|
xml = new ActiveXObject("Microsoft.XMLDOM");
|
|
xml.async = 'false';
|
|
xml.loadXML(xmlData);
|
|
}
|
|
}
|
|
catch (e)
|
|
{
|
|
xml = undefined;
|
|
}
|
|
|
|
if (!xml || !xml.documentElement || xml.getElementsByTagName("parsererror").length)
|
|
{
|
|
throw new Error("Phaser.Loader. Invalid Bitmap Font XML given");
|
|
}
|
|
else
|
|
{
|
|
this.addToFileList('bitmapfont', key, textureURL, { xmlURL: null, xmlData: xml, xSpacing: xSpacing, ySpacing: ySpacing });
|
|
}
|
|
}
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
/**
|
|
* Add a new texture atlas to the loader. This atlas uses the JSON Array data format.
|
|
*
|
|
* @method Phaser.Loader#atlasJSONArray
|
|
* @param {string} key - Unique asset key of the texture atlas file.
|
|
* @param {string} textureURL - The url of the texture atlas image file.
|
|
* @param {string} [atlasURL] - The url of the texture atlas data file (json/xml). You don't need this if you are passing an atlasData object instead.
|
|
* @param {object} [atlasData] - A JSON or XML data object. You don't need this if the data is being loaded from a URL.
|
|
* @return {Phaser.Loader} This Loader instance.
|
|
*/
|
|
atlasJSONArray: function (key, textureURL, atlasURL, atlasData) {
|
|
|
|
return this.atlas(key, textureURL, atlasURL, atlasData, Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY);
|
|
|
|
},
|
|
|
|
/**
|
|
* Add a new texture atlas to the loader. This atlas uses the JSON Hash data format.
|
|
*
|
|
* @method Phaser.Loader#atlasJSONHash
|
|
* @param {string} key - Unique asset key of the texture atlas file.
|
|
* @param {string} textureURL - The url of the texture atlas image file.
|
|
* @param {string} [atlasURL] - The url of the texture atlas data file (json/xml). You don't need this if you are passing an atlasData object instead.
|
|
* @param {object} [atlasData] - A JSON or XML data object. You don't need this if the data is being loaded from a URL.
|
|
* @return {Phaser.Loader} This Loader instance.
|
|
*/
|
|
atlasJSONHash: function (key, textureURL, atlasURL, atlasData) {
|
|
|
|
return this.atlas(key, textureURL, atlasURL, atlasData, Phaser.Loader.TEXTURE_ATLAS_JSON_HASH);
|
|
|
|
},
|
|
|
|
/**
|
|
* Add a new texture atlas to the loader. This atlas uses the Starling XML data format.
|
|
*
|
|
* @method Phaser.Loader#atlasXML
|
|
* @param {string} key - Unique asset key of the texture atlas file.
|
|
* @param {string} textureURL - The url of the texture atlas image file.
|
|
* @param {string} [atlasURL] - The url of the texture atlas data file (json/xml). You don't need this if you are passing an atlasData object instead.
|
|
* @param {object} [atlasData] - A JSON or XML data object. You don't need this if the data is being loaded from a URL.
|
|
* @return {Phaser.Loader} This Loader instance.
|
|
*/
|
|
atlasXML: function (key, textureURL, atlasURL, atlasData) {
|
|
|
|
return this.atlas(key, textureURL, atlasURL, atlasData, Phaser.Loader.TEXTURE_ATLAS_XML_STARLING);
|
|
|
|
},
|
|
|
|
/**
|
|
* Add a new texture atlas to the loader.
|
|
*
|
|
* @method Phaser.Loader#atlas
|
|
* @param {string} key - Unique asset key of the texture atlas file.
|
|
* @param {string} textureURL - The url of the texture atlas image file.
|
|
* @param {string} [atlasURL] - The url of the texture atlas data file (json/xml). You don't need this if you are passing an atlasData object instead.
|
|
* @param {object} [atlasData] - A JSON or XML data object. You don't need this if the data is being loaded from a URL.
|
|
* @param {number} [format] - A value describing the format of the data, the default is Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY.
|
|
* @return {Phaser.Loader} This Loader instance.
|
|
*/
|
|
atlas: function (key, textureURL, atlasURL, atlasData, format) {
|
|
|
|
if (typeof atlasURL === "undefined") { atlasURL = null; }
|
|
if (typeof atlasData === "undefined") { atlasData = null; }
|
|
if (typeof format === "undefined") { format = Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY; }
|
|
|
|
// A URL to a json/xml file has been given
|
|
if (atlasURL)
|
|
{
|
|
this.addToFileList('textureatlas', key, textureURL, { atlasURL: atlasURL, format: format });
|
|
}
|
|
else
|
|
{
|
|
switch (format)
|
|
{
|
|
// A json string or object has been given
|
|
case Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY:
|
|
|
|
if (typeof atlasData === 'string')
|
|
{
|
|
atlasData = JSON.parse(atlasData);
|
|
}
|
|
break;
|
|
|
|
// An xml string or object has been given
|
|
case Phaser.Loader.TEXTURE_ATLAS_XML_STARLING:
|
|
|
|
if (typeof atlasData === 'string')
|
|
{
|
|
var xml;
|
|
|
|
try {
|
|
if (window['DOMParser'])
|
|
{
|
|
var domparser = new DOMParser();
|
|
xml = domparser.parseFromString(atlasData, "text/xml");
|
|
}
|
|
else
|
|
{
|
|
xml = new ActiveXObject("Microsoft.XMLDOM");
|
|
xml.async = 'false';
|
|
xml.loadXML(atlasData);
|
|
}
|
|
}
|
|
catch (e)
|
|
{
|
|
xml = undefined;
|
|
}
|
|
|
|
if (!xml || !xml.documentElement || xml.getElementsByTagName("parsererror").length)
|
|
{
|
|
throw new Error("Phaser.Loader. Invalid Texture Atlas XML given");
|
|
}
|
|
else
|
|
{
|
|
atlasData = xml;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
this.addToFileList('textureatlas', key, textureURL, { atlasURL: null, atlasData: atlasData, format: format });
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
/**
|
|
* Remove loading request of a file.
|
|
*
|
|
* @method Phaser.Loader#removeFile
|
|
* @param {string} type - The type of resource to add to the list (image, audio, xml, etc).
|
|
* @param {string} key - Key of the file you want to remove.
|
|
*/
|
|
removeFile: function (type, key) {
|
|
|
|
var file = this.getAsset(type, key);
|
|
|
|
if (file !== false)
|
|
{
|
|
this._fileList.splice(file.index, 1);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Remove all file loading requests.
|
|
*
|
|
* @method Phaser.Loader#removeAll
|
|
*/
|
|
removeAll: function () {
|
|
|
|
this._fileList.length = 0;
|
|
|
|
},
|
|
|
|
/**
|
|
* Start loading the assets. Normally you don't need to call this yourself as the StateManager will do so.
|
|
*
|
|
* @method Phaser.Loader#start
|
|
*/
|
|
start: function () {
|
|
|
|
if (this.isLoading)
|
|
{
|
|
return;
|
|
}
|
|
|
|
this.progress = 0;
|
|
this.progressFloat = 0;
|
|
this.hasLoaded = false;
|
|
this.isLoading = true;
|
|
|
|
this.onLoadStart.dispatch(this._fileList.length);
|
|
|
|
if (this._fileList.length > 0)
|
|
{
|
|
this._fileIndex = 0;
|
|
this._progressChunk = 100 / this._fileList.length;
|
|
this.loadFile();
|
|
}
|
|
else
|
|
{
|
|
this.progress = 100;
|
|
this.progressFloat = 100;
|
|
this.hasLoaded = true;
|
|
this.onLoadComplete.dispatch();
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Load files. Private method ONLY used by loader.
|
|
*
|
|
* @method Phaser.Loader#loadFile
|
|
* @private
|
|
*/
|
|
loadFile: function () {
|
|
|
|
if (!this._fileList[this._fileIndex])
|
|
{
|
|
console.warn('Phaser.Loader loadFile invalid index ' + this._fileIndex);
|
|
return;
|
|
}
|
|
|
|
var file = this._fileList[this._fileIndex];
|
|
var _this = this;
|
|
|
|
// Image or Data?
|
|
switch (file.type)
|
|
{
|
|
case 'image':
|
|
case 'spritesheet':
|
|
case 'textureatlas':
|
|
case 'bitmapfont':
|
|
file.data = new Image();
|
|
file.data.name = file.key;
|
|
file.data.onload = function () {
|
|
return _this.fileComplete(_this._fileIndex);
|
|
};
|
|
file.data.onerror = function () {
|
|
return _this.fileError(_this._fileIndex);
|
|
};
|
|
if (this.crossOrigin)
|
|
{
|
|
file.data.crossOrigin = this.crossOrigin;
|
|
}
|
|
file.data.src = this.baseURL + file.url;
|
|
break;
|
|
|
|
case 'audio':
|
|
file.url = this.getAudioURL(file.url);
|
|
|
|
if (file.url !== null)
|
|
{
|
|
// WebAudio or Audio Tag?
|
|
if (this.game.sound.usingWebAudio)
|
|
{
|
|
this._xhr.open("GET", this.baseURL + file.url, true);
|
|
this._xhr.responseType = "arraybuffer";
|
|
this._xhr.onload = function () {
|
|
return _this.fileComplete(_this._fileIndex);
|
|
};
|
|
this._xhr.onerror = function () {
|
|
return _this.fileError(_this._fileIndex);
|
|
};
|
|
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. Bum.
|
|
file.data = new Audio();
|
|
file.data.name = file.key;
|
|
file.data.preload = 'auto';
|
|
file.data.src = this.baseURL + file.url;
|
|
this.fileComplete(this._fileIndex);
|
|
}
|
|
else
|
|
{
|
|
file.data = new Audio();
|
|
file.data.name = file.key;
|
|
file.data.onerror = function () {
|
|
return _this.fileError(_this._fileIndex);
|
|
};
|
|
file.data.preload = 'auto';
|
|
file.data.src = this.baseURL + file.url;
|
|
file.data.addEventListener('canplaythrough', Phaser.GAMES[this.game.id].load.fileComplete(this._fileIndex), false);
|
|
file.data.load();
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
this.fileError(this._fileIndex);
|
|
}
|
|
|
|
break;
|
|
|
|
case 'tilemap':
|
|
this._xhr.open("GET", this.baseURL + file.url, true);
|
|
this._xhr.responseType = "text";
|
|
|
|
if (file.format === Phaser.Tilemap.TILED_JSON)
|
|
{
|
|
this._xhr.onload = function () {
|
|
return _this.jsonLoadComplete(_this._fileIndex);
|
|
};
|
|
}
|
|
else if (file.format === Phaser.Tilemap.CSV)
|
|
{
|
|
this._xhr.onload = function () {
|
|
return _this.csvLoadComplete(_this._fileIndex);
|
|
};
|
|
}
|
|
else
|
|
{
|
|
throw new Error("Phaser.Loader. Invalid Tilemap format: " + file.format);
|
|
}
|
|
|
|
this._xhr.onerror = function () {
|
|
return _this.dataLoadError(_this._fileIndex);
|
|
};
|
|
this._xhr.send();
|
|
break;
|
|
|
|
case 'text':
|
|
case 'script':
|
|
case 'physics':
|
|
this._xhr.open("GET", this.baseURL + file.url, true);
|
|
this._xhr.responseType = "text";
|
|
this._xhr.onload = function () {
|
|
return _this.fileComplete(_this._fileIndex);
|
|
};
|
|
this._xhr.onerror = function () {
|
|
return _this.fileError(_this._fileIndex);
|
|
};
|
|
this._xhr.send();
|
|
break;
|
|
|
|
case 'binary':
|
|
this._xhr.open("GET", this.baseURL + file.url, true);
|
|
this._xhr.responseType = "arraybuffer";
|
|
this._xhr.onload = function () {
|
|
return _this.fileComplete(_this._fileIndex);
|
|
};
|
|
this._xhr.onerror = function () {
|
|
return _this.fileError(_this._fileIndex);
|
|
};
|
|
this._xhr.send();
|
|
break;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Private method ONLY used by loader.
|
|
* @method Phaser.Loader#getAudioURL
|
|
* @param {array|string} urls - Either an array of audio file URLs or a string containing a single URL path.
|
|
* @private
|
|
*/
|
|
getAudioURL: function (urls) {
|
|
|
|
var extension;
|
|
|
|
if (typeof urls === 'string') { urls = [urls]; }
|
|
|
|
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 loading a file.
|
|
*
|
|
* @method Phaser.Loader#fileError
|
|
* @param {number} index - The index of the file in the file queue that errored.
|
|
*/
|
|
fileError: function (index) {
|
|
|
|
this._fileList[index].loaded = true;
|
|
this._fileList[index].error = true;
|
|
|
|
this.onFileError.dispatch(this._fileList[index].key, this._fileList[index]);
|
|
|
|
console.warn("Phaser.Loader error loading file: " + this._fileList[index].key + ' from URL ' + this._fileList[index].url);
|
|
|
|
this.nextFile(index, false);
|
|
|
|
},
|
|
|
|
/**
|
|
* Called when a file is successfully loaded.
|
|
*
|
|
* @method Phaser.Loader#fileComplete
|
|
* @param {number} index - The index of the file in the file queue that loaded.
|
|
*/
|
|
fileComplete: function (index) {
|
|
|
|
if (!this._fileList[index])
|
|
{
|
|
console.warn('Phaser.Loader fileComplete invalid index ' + index);
|
|
return;
|
|
}
|
|
|
|
var file = this._fileList[index];
|
|
file.loaded = true;
|
|
|
|
var loadNext = true;
|
|
var _this = this;
|
|
|
|
switch (file.type)
|
|
{
|
|
case 'image':
|
|
|
|
this.game.cache.addImage(file.key, file.url, file.data);
|
|
break;
|
|
|
|
case 'spritesheet':
|
|
|
|
this.game.cache.addSpriteSheet(file.key, file.url, file.data, file.frameWidth, file.frameHeight, file.frameMax, file.margin, file.spacing);
|
|
break;
|
|
|
|
case 'textureatlas':
|
|
|
|
if (file.atlasURL == null)
|
|
{
|
|
this.game.cache.addTextureAtlas(file.key, file.url, file.data, file.atlasData, file.format);
|
|
}
|
|
else
|
|
{
|
|
// Load the JSON or XML before carrying on with the next file
|
|
loadNext = false;
|
|
this._xhr.open("GET", this.baseURL + file.atlasURL, true);
|
|
this._xhr.responseType = "text";
|
|
|
|
if (file.format == Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY || file.format == Phaser.Loader.TEXTURE_ATLAS_JSON_HASH)
|
|
{
|
|
this._xhr.onload = function () {
|
|
return _this.jsonLoadComplete(index);
|
|
};
|
|
}
|
|
else if (file.format == Phaser.Loader.TEXTURE_ATLAS_XML_STARLING)
|
|
{
|
|
this._xhr.onload = function () {
|
|
return _this.xmlLoadComplete(index);
|
|
};
|
|
}
|
|
else
|
|
{
|
|
throw new Error("Phaser.Loader. Invalid Texture Atlas format: " + file.format);
|
|
}
|
|
|
|
this._xhr.onerror = function () {
|
|
return _this.dataLoadError(index);
|
|
};
|
|
this._xhr.send();
|
|
}
|
|
break;
|
|
|
|
case 'bitmapfont':
|
|
|
|
if (file.xmlURL == null)
|
|
{
|
|
this.game.cache.addBitmapFont(file.key, file.url, file.data, file.xmlData, file.xSpacing, file.ySpacing);
|
|
}
|
|
else
|
|
{
|
|
// Load the XML before carrying on with the next file
|
|
loadNext = false;
|
|
this._xhr.open("GET", this.baseURL + file.xmlURL, true);
|
|
this._xhr.responseType = "text";
|
|
|
|
this._xhr.onload = function () {
|
|
return _this.xmlLoadComplete(index);
|
|
};
|
|
|
|
this._xhr.onerror = function () {
|
|
return _this.dataLoadError(index);
|
|
};
|
|
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);
|
|
that.game.sound.onSoundDecode.dispatch(key, that.game.cache.getSound(key));
|
|
}
|
|
});
|
|
}
|
|
}
|
|
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.responseText;
|
|
this.game.cache.addText(file.key, file.url, file.data);
|
|
break;
|
|
|
|
case 'physics':
|
|
var data = JSON.parse(this._xhr.responseText);
|
|
this.game.cache.addPhysicsData(file.key, file.url, data, file.format);
|
|
break;
|
|
|
|
case 'script':
|
|
file.data = document.createElement('script');
|
|
file.data.language = 'javascript';
|
|
file.data.type = 'text/javascript';
|
|
file.data.defer = false;
|
|
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)
|
|
{
|
|
this.nextFile(index, true);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Successfully loaded a JSON file.
|
|
*
|
|
* @method Phaser.Loader#jsonLoadComplete
|
|
* @param {number} index - The index of the file in the file queue that loaded.
|
|
*/
|
|
jsonLoadComplete: function (index) {
|
|
|
|
if (!this._fileList[index])
|
|
{
|
|
console.warn('Phaser.Loader jsonLoadComplete invalid index ' + index);
|
|
return;
|
|
}
|
|
|
|
var file = this._fileList[index];
|
|
var data = JSON.parse(this._xhr.responseText);
|
|
|
|
file.loaded = true;
|
|
|
|
if (file.type === 'tilemap')
|
|
{
|
|
this.game.cache.addTilemap(file.key, file.url, data, file.format);
|
|
}
|
|
else
|
|
{
|
|
this.game.cache.addTextureAtlas(file.key, file.url, file.data, data, file.format);
|
|
}
|
|
|
|
this.nextFile(index, true);
|
|
|
|
},
|
|
|
|
/**
|
|
* Successfully loaded a CSV file.
|
|
*
|
|
* @method Phaser.Loader#csvLoadComplete
|
|
* @param {number} index - The index of the file in the file queue that loaded.
|
|
*/
|
|
csvLoadComplete: function (index) {
|
|
|
|
if (!this._fileList[index])
|
|
{
|
|
console.warn('Phaser.Loader csvLoadComplete invalid index ' + index);
|
|
return;
|
|
}
|
|
|
|
var file = this._fileList[index];
|
|
var data = this._xhr.responseText;
|
|
|
|
file.loaded = true;
|
|
|
|
this.game.cache.addTilemap(file.key, file.url, data, file.format);
|
|
|
|
this.nextFile(index, true);
|
|
|
|
},
|
|
|
|
/**
|
|
* Error occured when load a JSON.
|
|
*
|
|
* @method Phaser.Loader#dataLoadError
|
|
* @param {number} index - The index of the file in the file queue that errored.
|
|
*/
|
|
dataLoadError: function (index) {
|
|
|
|
var file = this._fileList[index];
|
|
|
|
file.loaded = true;
|
|
file.error = true;
|
|
|
|
console.warn("Phaser.Loader dataLoadError: " + file.key);
|
|
|
|
this.nextFile(index, true);
|
|
|
|
},
|
|
|
|
/**
|
|
* Successfully loaded an XML file.
|
|
*
|
|
* @method Phaser.Loader#xmlLoadComplete
|
|
* @param {number} index - The index of the file in the file queue that loaded.
|
|
*/
|
|
xmlLoadComplete: function (index) {
|
|
|
|
var data = this._xhr.responseText;
|
|
var xml;
|
|
|
|
try
|
|
{
|
|
if (window['DOMParser'])
|
|
{
|
|
var domparser = new DOMParser();
|
|
xml = domparser.parseFromString(data, "text/xml");
|
|
}
|
|
else
|
|
{
|
|
xml = new ActiveXObject("Microsoft.XMLDOM");
|
|
xml.async = 'false';
|
|
xml.loadXML(data);
|
|
}
|
|
}
|
|
catch (e)
|
|
{
|
|
xml = undefined;
|
|
}
|
|
|
|
if (!xml || !xml.documentElement || xml.getElementsByTagName("parsererror").length)
|
|
{
|
|
throw new Error("Phaser.Loader. Invalid XML given");
|
|
}
|
|
|
|
var file = this._fileList[index];
|
|
file.loaded = true;
|
|
|
|
if (file.type == 'bitmapfont')
|
|
{
|
|
this.game.cache.addBitmapFont(file.key, file.url, file.data, xml, file.xSpacing, file.ySpacing);
|
|
}
|
|
else if (file.type == 'textureatlas')
|
|
{
|
|
this.game.cache.addTextureAtlas(file.key, file.url, file.data, xml, file.format);
|
|
}
|
|
|
|
this.nextFile(index, true);
|
|
|
|
},
|
|
|
|
/**
|
|
* Handle loading next file.
|
|
*
|
|
* @param {number} previousIndex - Index of the previously loaded asset.
|
|
* @param {boolean} success - Whether the previous asset loaded successfully or not.
|
|
* @private
|
|
*/
|
|
nextFile: function (previousIndex, success) {
|
|
|
|
this.progressFloat += this._progressChunk;
|
|
this.progress = Math.round(this.progressFloat);
|
|
|
|
if (this.progress > 100)
|
|
{
|
|
this.progress = 100;
|
|
}
|
|
|
|
if (this.preloadSprite !== null)
|
|
{
|
|
if (this.preloadSprite.direction === 0)
|
|
{
|
|
this.preloadSprite.crop.width = Math.floor((this.preloadSprite.width / 100) * this.progress);
|
|
}
|
|
else
|
|
{
|
|
this.preloadSprite.crop.height = Math.floor((this.preloadSprite.height / 100) * this.progress);
|
|
}
|
|
|
|
// this.preloadSprite.sprite.crop = this.preloadSprite.crop;
|
|
}
|
|
|
|
this.onFileComplete.dispatch(this.progress, this._fileList[previousIndex].key, success, this.totalLoadedFiles(), this._fileList.length);
|
|
|
|
if (this.totalQueuedFiles() > 0)
|
|
{
|
|
this._fileIndex++;
|
|
this.loadFile();
|
|
}
|
|
else
|
|
{
|
|
this.hasLoaded = true;
|
|
this.isLoading = false;
|
|
|
|
this.removeAll();
|
|
|
|
this.onLoadComplete.dispatch();
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Returns the number of files that have already been loaded, even if they errored.
|
|
*
|
|
* @return {number} The number of files that have already been loaded (even if they errored)
|
|
*/
|
|
totalLoadedFiles: function () {
|
|
|
|
var total = 0;
|
|
|
|
for (var i = 0; i < this._fileList.length; i++)
|
|
{
|
|
if (this._fileList[i].loaded)
|
|
{
|
|
total++;
|
|
}
|
|
}
|
|
|
|
return total;
|
|
|
|
},
|
|
|
|
/**
|
|
* Returns the number of files still waiting to be processed in the load queue. This value decreases as each file is in the queue is loaded.
|
|
*
|
|
* @return {number} The number of files that still remain in the load queue.
|
|
*/
|
|
totalQueuedFiles: function () {
|
|
|
|
var total = 0;
|
|
|
|
for (var i = 0; i < this._fileList.length; i++)
|
|
{
|
|
if (this._fileList[i].loaded === false)
|
|
{
|
|
total++;
|
|
}
|
|
}
|
|
|
|
return total;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
Phaser.Loader.prototype.constructor = Phaser.Loader;
|
|
</pre>
|
|
</article>
|
|
</section>
|
|
|
|
|
|
|
|
|
|
|
|
</div>
|
|
|
|
<div class="clearfix"></div>
|
|
<footer>
|
|
|
|
|
|
<span class="copyright">
|
|
Phaser Copyright © 2012-2014 Photon Storm Ltd.
|
|
</span>
|
|
<br />
|
|
|
|
<span class="jsdoc-message">
|
|
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
|
|
on Tue Feb 18 2014 03:01:17 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
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</span>
|
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</footer>
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</div>
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<br clear="both">
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</div>
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<script src="scripts/sunlight.javascript.js"></script>
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<script src="scripts/sunlight-plugin.menu.js"></script>
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<script src="scripts/jquery.min.js"></script>
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<script src="scripts/jquery.scrollTo.js"></script>
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<script src="scripts/jquery.localScroll.js"></script>
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<script src="scripts/bootstrap-dropdown.js"></script>
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<script src="scripts/toc.js"></script>
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<script> Sunlight.highlightAll({lineNumbers:true, showMenu: true, enableDoclinks :true}); </script>
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<script>
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$( function () {
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$( "#toc" ).toc( {
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} );
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$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
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$( "#main span[id^='toc']" ).addClass( "toc-shim" );
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