2013-10-02 14:05:55 +00:00
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2013-10-03 01:38:35 +00:00
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2013-10-02 14:05:55 +00:00
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2013-10-03 01:38:35 +00:00
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2013-10-02 14:05:55 +00:00
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2013-10-03 01:38:35 +00:00
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2013-10-02 14:05:55 +00:00
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2013-10-03 01:38:35 +00:00
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2013-10-02 14:05:55 +00:00
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2013-10-25 15:54:40 +00:00
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2013-10-02 14:05:55 +00:00
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2013-10-03 01:38:35 +00:00
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<a href="Phaser.Cache.html">Cache</a>
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2013-10-02 14:05:55 +00:00
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2013-10-03 01:38:35 +00:00
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2013-10-02 14:05:55 +00:00
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2013-10-03 01:38:35 +00:00
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2013-10-02 14:05:55 +00:00
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2013-10-03 01:38:35 +00:00
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<a href="Phaser.Circle.html">Circle</a>
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2013-10-02 14:05:55 +00:00
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2013-10-03 00:21:08 +00:00
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2013-10-03 01:38:35 +00:00
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<a href="Phaser.Color.html">Color</a>
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2013-10-03 00:21:08 +00:00
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2013-10-02 14:05:55 +00:00
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2013-10-03 01:38:35 +00:00
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<a href="Phaser.Device.html">Device</a>
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2013-10-02 14:05:55 +00:00
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2013-10-03 00:21:08 +00:00
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2013-10-03 01:38:35 +00:00
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<a href="Phaser.Easing.html">Easing</a>
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<a href="Phaser.Easing.Bounce.html">Bounce</a>
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<a href="Phaser.Easing.Exponential.html">Exponential</a>
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<a href="Phaser.Easing.Quadratic.html">Quadratic</a>
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<a href="Phaser.Easing.Quartic.html">Quartic</a>
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<a href="Phaser.Easing.Quintic.html">Quintic</a>
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<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
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2013-10-25 15:54:40 +00:00
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<a href="Phaser.Events.html">Events</a>
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2013-10-03 01:38:35 +00:00
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<a href="Phaser.Frame.html">Frame</a>
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<a href="Phaser.FrameData.html">FrameData</a>
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2013-10-03 00:21:08 +00:00
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2013-10-02 14:05:55 +00:00
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<a href="Phaser.Game.html">Game</a>
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2013-10-25 15:54:40 +00:00
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<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
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<a href="Phaser.Graphics.html">Graphics</a>
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2013-10-02 14:05:55 +00:00
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<a href="Phaser.Group.html">Group</a>
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<a href="Phaser.Input.html">Input</a>
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<a href="Phaser.InputHandler.html">InputHandler</a>
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<a href="Phaser.Key.html">Key</a>
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<a href="Phaser.Keyboard.html">Keyboard</a>
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<a href="Phaser.Loader.html">Loader</a>
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2013-10-03 01:38:35 +00:00
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<a href="Phaser.LoaderParser.html">LoaderParser</a>
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2013-10-02 14:05:55 +00:00
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<a href="Phaser.Math.html">Math</a>
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<a href="Phaser.Mouse.html">Mouse</a>
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<a href="Phaser.MSPointer.html">MSPointer</a>
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2013-10-02 19:18:24 +00:00
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<a href="Phaser.Net.html">Net</a>
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<a href="Phaser.Particles.html">Particles</a>
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<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
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2013-10-25 15:54:40 +00:00
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<li>
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<a href="Phaser.Physics.html">Physics</a>
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<a href="Phaser.Physics.Arcade.html">Arcade</a>
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2013-10-25 16:30:37 +00:00
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<li>
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<a href="Phaser.Physics.Arcade.Body.html">Body</a>
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2013-10-02 14:05:55 +00:00
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<a href="Phaser.Plugin.html">Plugin</a>
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<a href="Phaser.PluginManager.html">PluginManager</a>
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<a href="Phaser.Point.html">Point</a>
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<a href="Phaser.Pointer.html">Pointer</a>
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<a href="Phaser.QuadTree.html">QuadTree</a>
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<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
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<a href="Phaser.Rectangle.html">Rectangle</a>
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2013-10-25 15:54:40 +00:00
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<li>
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<a href="Phaser.RenderTexture.html">RenderTexture</a>
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2013-10-03 00:21:08 +00:00
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<li>
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<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
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2013-10-02 14:05:55 +00:00
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<a href="Phaser.Signal.html">Signal</a>
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2013-10-03 00:21:08 +00:00
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<a href="Phaser.Sound.html">Sound</a>
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<a href="Phaser.SoundManager.html">SoundManager</a>
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2013-10-25 15:54:40 +00:00
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<li>
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<a href="Phaser.Sprite.html">Sprite</a>
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2013-10-02 14:05:55 +00:00
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<li>
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<a href="Phaser.Stage.html">Stage</a>
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2013-10-03 00:21:08 +00:00
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<li>
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<a href="Phaser.StageScaleMode.html">StageScaleMode</a>
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2013-10-02 14:05:55 +00:00
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<a href="Phaser.State.html">State</a>
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<a href="Phaser.StateManager.html">StateManager</a>
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2013-10-25 15:54:40 +00:00
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<a href="Phaser.Text.html">Text</a>
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<a href="Phaser.TileSprite.html">TileSprite</a>
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</li>
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2013-10-03 01:38:35 +00:00
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<a href="Phaser.Time.html">Time</a>
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2013-10-02 14:05:55 +00:00
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<li>
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<a href="Phaser.Touch.html">Touch</a>
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2013-10-03 01:38:35 +00:00
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<li>
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<a href="Phaser.Tween.html">Tween</a>
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<a href="Phaser.TweenManager.html">TweenManager</a>
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<a href="Phaser.Utils.html">Utils</a>
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<a href="Phaser.Utils.Debug.html">Debug</a>
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2013-10-02 14:05:55 +00:00
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<a href="Phaser.World.html">World</a>
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<a href="SignalBinding.html">SignalBinding</a>
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</ul>
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2013-10-03 01:38:35 +00:00
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<li class="dropdown">
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<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
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class="caret"></b></a>
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<ul class="dropdown-menu ">
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2013-10-25 15:54:40 +00:00
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<li>
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<a href="global.html#bottom">bottom</a>
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2013-10-03 01:38:35 +00:00
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<li>
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<a href="global.html#HEXtoRGB">HEXtoRGB</a>
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2013-10-25 15:54:40 +00:00
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<a href="global.html#right">right</a>
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2013-10-03 01:38:35 +00:00
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</ul>
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2013-10-02 14:05:55 +00:00
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</ul>
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</div>
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</div>
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<div class="row-fluid">
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<div class="span12">
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<div id="main">
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<h1 class="page-title">Source: loader/Cache.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 2013 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.Cache constructor.
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*
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* @class Phaser.Cache
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* @classdesc A game only has one instance of a Cache and it is used to store all externally loaded assets such
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* as images, sounds and data files as a result of Loader calls. Cache items use string based keys for look-up.
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* @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.Cache = 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 {object} game - Canvas key-value container.
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* @private
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*/
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this._canvases = {};
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/**
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* @property {object} _images - Image key-value container.
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* @private
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*/
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this._images = {};
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/**
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* @property {object} _textures - RenderTexture key-value container.
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* @private
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*/
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this._textures = {};
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/**
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* @property {object} _sounds - Sound key-value container.
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* @private
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*/
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this._sounds = {};
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/**
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* @property {object} _text - Text key-value container.
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* @private
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*/
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this._text = {};
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/**
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* @property {object} _tilemaps - Tilemap key-value container.
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* @private
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*/
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this._tilemaps = {};
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2013-10-23 13:00:28 +00:00
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/**
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* @property {object} _tilesets - Tileset key-value container.
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* @private
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*/
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this._tilesets = {};
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2013-10-02 14:05:55 +00:00
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this.addDefaultImage();
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/**
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* @property {Phaser.Signal} onSoundUnlock - Description.
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*/
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this.onSoundUnlock = new Phaser.Signal;
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};
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Phaser.Cache.prototype = {
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/**
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* Add a new canvas object in to the cache.
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* @method Phaser.Cache#addCanvas
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* @param {string} key - Asset key for this canvas.
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* @param {HTMLCanvasElement} canvas - Canvas DOM element.
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* @param {CanvasRenderingContext2D} context - Render context of this canvas.
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*/
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addCanvas: function (key, canvas, context) {
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this._canvases[key] = { canvas: canvas, context: context };
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},
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/**
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* Add a new Phaser.RenderTexture in to the cache.
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*
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* @method Phaser.Cache#addRenderTexture
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* @param {string} key - The unique key by which you will reference this object.
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* @param {Phaser.Texture} textue - The texture to use as the base of the RenderTexture.
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*/
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addRenderTexture: function (key, texture) {
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2013-10-03 01:38:35 +00:00
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var frame = new Phaser.Frame(0, 0, 0, texture.width, texture.height, '', '');
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2013-10-02 14:05:55 +00:00
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this._textures[key] = { texture: texture, frame: frame };
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},
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/**
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* Add a new sprite sheet in to the cache.
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*
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* @method Phaser.Cache#addSpriteSheet
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* @param {string} key - The unique key by which you will reference this object.
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* @param {string} url - URL of this sprite sheet file.
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* @param {object} data - Extra sprite sheet data.
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* @param {number} frameWidth - Width of the sprite sheet.
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* @param {number} frameHeight - Height of the sprite sheet.
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* @param {number} frameMax - How many frames stored in the sprite sheet.
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*/
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addSpriteSheet: function (key, url, data, frameWidth, frameHeight, frameMax) {
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this._images[key] = { url: url, data: data, spriteSheet: true, frameWidth: frameWidth, frameHeight: frameHeight };
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PIXI.BaseTextureCache[key] = new PIXI.BaseTexture(data);
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PIXI.TextureCache[key] = new PIXI.Texture(PIXI.BaseTextureCache[key]);
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2013-10-03 01:38:35 +00:00
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this._images[key].frameData = Phaser.AnimationParser.spriteSheet(this.game, key, frameWidth, frameHeight, frameMax);
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2013-10-02 14:05:55 +00:00
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},
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2013-10-23 13:00:28 +00:00
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/**
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* Add a new tile set in to the cache.
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*
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* @method Phaser.Cache#addTileset
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* @param {string} key - The unique key by which you will reference this object.
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* @param {string} url - URL of this tile set file.
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* @param {object} data - Extra tile set data.
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* @param {number} tileWidth - Width of the sprite sheet.
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* @param {number} tileHeight - Height of the sprite sheet.
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* @param {number} tileMax - How many tiles stored in the sprite sheet.
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* @param {number} [tileMargin=0] - If the tiles have been drawn with a margin, specify the amount here.
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* @param {number} [tileSpacing=0] - If the tiles have been drawn with spacing between them, specify the amount here.
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*/
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addTileset: function (key, url, data, tileWidth, tileHeight, tileMax, tileMargin, tileSpacing) {
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this._tilesets[key] = { url: url, data: data, tileWidth: tileWidth, tileHeight: tileHeight, tileMargin: tileMargin, tileSpacing: tileSpacing };
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PIXI.BaseTextureCache[key] = new PIXI.BaseTexture(data);
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PIXI.TextureCache[key] = new PIXI.Texture(PIXI.BaseTextureCache[key]);
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this._tilesets[key].tileData = Phaser.TilemapParser.tileset(this.game, key, tileWidth, tileHeight, tileMax, tileMargin, tileSpacing);
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},
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2013-10-02 14:05:55 +00:00
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/**
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* Add a new tilemap.
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*
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* @method Phaser.Cache#addTilemap
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* @param {string} key - The unique key by which you will reference this object.
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* @param {string} url - URL of the tilemap image.
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* @param {object} mapData - The tilemap data object.
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* @param {number} format - The format of the tilemap data.
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*/
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2013-10-23 13:00:28 +00:00
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addTilemap: function (key, url, mapData, format) {
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2013-10-23 13:00:28 +00:00
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this._tilemaps[key] = { url: url, data: mapData, format: format };
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2013-10-23 13:00:28 +00:00
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this._tilemaps[key].layers = Phaser.TilemapParser.parse(this.game, mapData, format);
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2013-10-02 14:05:55 +00:00
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},
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/**
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* Add a new texture atlas.
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*
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* @method Phaser.Cache#addTextureAtlas
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* @param {string} key - The unique key by which you will reference this object.
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* @param {string} url - URL of this texture atlas file.
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* @param {object} data - Extra texture atlas data.
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* @param {object} atlasData - Texture atlas frames data.
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* @param {number} format - The format of the texture atlas.
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*/
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addTextureAtlas: function (key, url, data, atlasData, format) {
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this._images[key] = { url: url, data: data, spriteSheet: true };
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PIXI.BaseTextureCache[key] = new PIXI.BaseTexture(data);
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PIXI.TextureCache[key] = new PIXI.Texture(PIXI.BaseTextureCache[key]);
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if (format == Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY)
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{
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this._images[key].frameData = Phaser.AnimationParser.JSONData(this.game, atlasData, key);
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2013-10-02 14:05:55 +00:00
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}
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else if (format == Phaser.Loader.TEXTURE_ATLAS_JSON_HASH)
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{
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this._images[key].frameData = Phaser.AnimationParser.JSONDataHash(this.game, atlasData, key);
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2013-10-02 14:05:55 +00:00
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}
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else if (format == Phaser.Loader.TEXTURE_ATLAS_XML_STARLING)
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{
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2013-10-03 01:38:35 +00:00
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this._images[key].frameData = Phaser.AnimationParser.XMLData(this.game, atlasData, key);
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2013-10-02 14:05:55 +00:00
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}
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},
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/**
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* Add a new Bitmap Font.
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*
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* @method Phaser.Cache#addBitmapFont
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* @param {string} key - The unique key by which you will reference this object.
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* @param {string} url - URL of this font xml file.
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* @param {object} data - Extra font data.
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* @param xmlData {object} Texture atlas frames data.
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*/
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addBitmapFont: function (key, url, data, xmlData) {
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this._images[key] = { url: url, data: data, spriteSheet: true };
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PIXI.BaseTextureCache[key] = new PIXI.BaseTexture(data);
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PIXI.TextureCache[key] = new PIXI.Texture(PIXI.BaseTextureCache[key]);
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2013-10-03 01:38:35 +00:00
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Phaser.LoaderParser.bitmapFont(this.game, xmlData, key);
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// this._images[key].frameData = Phaser.AnimationParser.XMLData(this.game, xmlData, key);
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2013-10-02 14:05:55 +00:00
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},
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/**
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* Adds a default image to be used when a key is wrong / missing. Is mapped to the key __default.
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*
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* @method Phaser.Cache#addDefaultImage
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*/
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addDefaultImage: function () {
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2013-10-23 13:00:28 +00:00
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var img = new Image();
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img.src = "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAIAAAD8GO2jAAAAGXRFWHRTb2Z0d2FyZQBBZG9iZSBJbWFnZVJlYWR5ccllPAAAAJ9JREFUeNq01ssOwyAMRFG46v//Mt1ESmgh+DFmE2GPOBARKb2NVjo+17PXLD8a1+pl5+A+wSgFygymWYHBb0FtsKhJDdZlncG2IzJ4ayoMDv20wTmSMzClEgbWYNTAkQ0Z+OJ+A/eWnAaR9+oxCF4Os0H8htsMUp+pwcgBBiMNnAwF8GqIgL2hAzaGFFgZauDPKABmowZ4GL369/0rwACp2yA/ttmvsQAAAABJRU5ErkJggg==";
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this._images['__default'] = { url: null, data: img, spriteSheet: false };
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2013-10-03 01:38:35 +00:00
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this._images['__default'].frame = new Phaser.Frame(0, 0, 0, 32, 32, '', '');
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2013-10-23 13:00:28 +00:00
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PIXI.BaseTextureCache['__default'] = new PIXI.BaseTexture(img);
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PIXI.TextureCache['__default'] = new PIXI.Texture(PIXI.BaseTextureCache['__default']);
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2013-10-02 14:05:55 +00:00
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2013-10-23 13:00:28 +00:00
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},
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/**
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* Add a new text data.
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*
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* @method Phaser.Cache#addText
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* @param {string} key - Asset key for the text data.
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* @param {string} url - URL of this text data file.
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* @param {object} data - Extra text data.
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*/
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addText: function (key, url, data) {
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this._text[key] = {
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url: url,
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data: data
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};
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2013-10-02 14:05:55 +00:00
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},
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/**
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* Add a new image.
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*
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* @method Phaser.Cache#addImage
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* @param {string} key - The unique key by which you will reference this object.
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* @param {string} url - URL of this image file.
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* @param {object} data - Extra image data.
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*/
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addImage: function (key, url, data) {
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this._images[key] = { url: url, data: data, spriteSheet: false };
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2013-10-25 15:54:40 +00:00
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this._images[key].frame = new Phaser.Frame(0, 0, 0, data.width, data.height, key, this.game.rnd.uuid());
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2013-10-02 14:05:55 +00:00
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PIXI.BaseTextureCache[key] = new PIXI.BaseTexture(data);
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PIXI.TextureCache[key] = new PIXI.Texture(PIXI.BaseTextureCache[key]);
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},
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/**
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* Add a new sound.
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*
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* @method Phaser.Cache#addSound
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* @param {string} key - Asset key for the sound.
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* @param {string} url - URL of this sound file.
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* @param {object} data - Extra sound data.
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* @param {boolean} webAudio - True if the file is using web audio.
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* @param {boolean} audioTag - True if the file is using legacy HTML audio.
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*/
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addSound: function (key, url, data, webAudio, audioTag) {
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webAudio = webAudio || true;
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audioTag = audioTag || false;
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var locked = this.game.sound.touchLocked;
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var decoded = false;
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if (audioTag)
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{
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decoded = true;
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}
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this._sounds[key] = { url: url, data: data, isDecoding: false, decoded: decoded, webAudio: webAudio, audioTag: audioTag };
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},
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/**
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* Reload a sound.
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* @method Phaser.Cache#reloadSound
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* @param {string} key - Asset key for the sound.
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*/
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reloadSound: function (key) {
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var _this = this;
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if (this._sounds[key])
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{
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this._sounds[key].data.src = this._sounds[key].url;
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this._sounds[key].data.addEventListener('canplaythrough', function () {
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return _this.reloadSoundComplete(key);
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}, false);
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this._sounds[key].data.load();
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}
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},
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/**
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* Description.
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* @method Phaser.Cache#reloadSoundComplete
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* @param {string} key - Asset key for the sound.
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*/
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reloadSoundComplete: function (key) {
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if (this._sounds[key])
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{
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this._sounds[key].locked = false;
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this.onSoundUnlock.dispatch(key);
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}
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},
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/**
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* Description.
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* @method Phaser.Cache#updateSound
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* @param {string} key - Asset key for the sound.
|
|
|
|
*/
|
|
|
|
updateSound: function (key, property, value) {
|
|
|
|
|
|
|
|
if (this._sounds[key])
|
|
|
|
{
|
|
|
|
this._sounds[key][property] = value;
|
|
|
|
}
|
|
|
|
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Add a new decoded sound.
|
|
|
|
*
|
|
|
|
* @method Phaser.Cache#decodedSound
|
|
|
|
* @param {string} key - Asset key for the sound.
|
|
|
|
* @param {object} data - Extra sound data.
|
|
|
|
*/
|
|
|
|
decodedSound: function (key, data) {
|
|
|
|
|
|
|
|
this._sounds[key].data = data;
|
|
|
|
this._sounds[key].decoded = true;
|
|
|
|
this._sounds[key].isDecoding = false;
|
|
|
|
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Get acanvas object from the cache by its key.
|
|
|
|
*
|
|
|
|
* @method Phaser.Cache#getCanvas
|
|
|
|
* @param {string} key - Asset key of the canvas you want.
|
|
|
|
* @return {object} The canvas you want.
|
|
|
|
*/
|
|
|
|
getCanvas: function (key) {
|
|
|
|
|
|
|
|
if (this._canvases[key])
|
|
|
|
{
|
|
|
|
return this._canvases[key].canvas;
|
|
|
|
}
|
|
|
|
|
|
|
|
return null;
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Checks if an image key exists.
|
|
|
|
*
|
|
|
|
* @method Phaser.Cache#checkImageKey
|
|
|
|
* @param {string} key - Asset key of the image you want.
|
|
|
|
* @return {boolean} True if the key exists, otherwise false.
|
|
|
|
*/
|
|
|
|
checkImageKey: function (key) {
|
|
|
|
|
|
|
|
if (this._images[key])
|
|
|
|
{
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
return false;
|
|
|
|
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Get image data by key.
|
|
|
|
*
|
|
|
|
* @method Phaser.Cache#getImage
|
|
|
|
* @param {string} key - Asset key of the image you want.
|
|
|
|
* @return {object} The image data you want.
|
|
|
|
*/
|
|
|
|
getImage: function (key) {
|
|
|
|
|
|
|
|
if (this._images[key])
|
|
|
|
{
|
|
|
|
return this._images[key].data;
|
|
|
|
}
|
|
|
|
|
|
|
|
return null;
|
|
|
|
},
|
|
|
|
|
2013-10-23 13:00:28 +00:00
|
|
|
/**
|
|
|
|
* Get tile set image data by key.
|
|
|
|
*
|
|
|
|
* @method Phaser.Cache#getTileSetImage
|
|
|
|
* @param {string} key - Asset key of the image you want.
|
|
|
|
* @return {object} The image data you want.
|
|
|
|
*/
|
|
|
|
getTilesetImage: function (key) {
|
|
|
|
|
|
|
|
if (this._tilesets[key])
|
|
|
|
{
|
|
|
|
return this._tilesets[key].data;
|
|
|
|
}
|
|
|
|
|
|
|
|
return null;
|
|
|
|
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Get tile set image data by key.
|
|
|
|
*
|
|
|
|
* @method Phaser.Cache#getTileset
|
|
|
|
* @param {string} key - Asset key of the image you want.
|
|
|
|
* @return {Phaser.Tileset} The tileset data. The tileset image is in the data property, the tile data in tileData.
|
|
|
|
*/
|
|
|
|
getTileset: function (key) {
|
|
|
|
|
|
|
|
if (this._tilesets[key])
|
|
|
|
{
|
|
|
|
return this._tilesets[key].tileData;
|
|
|
|
}
|
|
|
|
|
|
|
|
return null;
|
|
|
|
|
|
|
|
},
|
|
|
|
|
2013-10-02 14:05:55 +00:00
|
|
|
/**
|
|
|
|
* Get tilemap data by key.
|
|
|
|
*
|
|
|
|
* @method Phaser.Cache#getTilemap
|
|
|
|
* @param {string} key - Asset key of the tilemap you want.
|
2013-10-23 13:00:28 +00:00
|
|
|
* @return {Object} The tilemap data. The tileset image is in the data property, the map data in mapData.
|
2013-10-02 14:05:55 +00:00
|
|
|
*/
|
2013-10-23 13:00:28 +00:00
|
|
|
getTilemapData: function (key) {
|
2013-10-02 14:05:55 +00:00
|
|
|
|
|
|
|
if (this._tilemaps[key])
|
|
|
|
{
|
|
|
|
return this._tilemaps[key];
|
|
|
|
}
|
|
|
|
|
|
|
|
return null;
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Get frame data by key.
|
|
|
|
*
|
|
|
|
* @method Phaser.Cache#getFrameData
|
|
|
|
* @param {string} key - Asset key of the frame data you want.
|
2013-10-03 01:38:35 +00:00
|
|
|
* @return {Phaser.FrameData} The frame data you want.
|
2013-10-02 14:05:55 +00:00
|
|
|
*/
|
|
|
|
getFrameData: function (key) {
|
|
|
|
|
|
|
|
if (this._images[key] && this._images[key].frameData)
|
|
|
|
{
|
|
|
|
return this._images[key].frameData;
|
|
|
|
}
|
|
|
|
|
|
|
|
return null;
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Get a single frame out of a frameData set by key.
|
|
|
|
*
|
|
|
|
* @method Phaser.Cache#getFrameByIndex
|
|
|
|
* @param {string} key - Asset key of the frame data you want.
|
2013-10-03 01:38:35 +00:00
|
|
|
* @return {Phaser.Frame} The frame data you want.
|
2013-10-02 14:05:55 +00:00
|
|
|
*/
|
|
|
|
getFrameByIndex: function (key, frame) {
|
|
|
|
|
|
|
|
if (this._images[key] && this._images[key].frameData)
|
|
|
|
{
|
|
|
|
return this._images[key].frameData.getFrame(frame);
|
|
|
|
}
|
|
|
|
|
|
|
|
return null;
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Get a single frame out of a frameData set by key.
|
|
|
|
*
|
|
|
|
* @method Phaser.Cache#getFrameByName
|
|
|
|
* @param {string} key - Asset key of the frame data you want.
|
2013-10-03 01:38:35 +00:00
|
|
|
* @return {Phaser.Frame} The frame data you want.
|
2013-10-02 14:05:55 +00:00
|
|
|
*/
|
|
|
|
getFrameByName: function (key, frame) {
|
|
|
|
|
|
|
|
if (this._images[key] && this._images[key].frameData)
|
|
|
|
{
|
|
|
|
return this._images[key].frameData.getFrameByName(frame);
|
|
|
|
}
|
|
|
|
|
|
|
|
return null;
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Get a single frame by key. You'd only do this to get the default Frame created for a non-atlas/spritesheet image.
|
|
|
|
*
|
|
|
|
* @method Phaser.Cache#getFrame
|
|
|
|
* @param {string} key - Asset key of the frame data you want.
|
2013-10-03 01:38:35 +00:00
|
|
|
* @return {Phaser.Frame} The frame data you want.
|
2013-10-02 14:05:55 +00:00
|
|
|
*/
|
|
|
|
getFrame: function (key) {
|
|
|
|
|
|
|
|
if (this._images[key] && this._images[key].spriteSheet == false)
|
|
|
|
{
|
|
|
|
return this._images[key].frame;
|
|
|
|
}
|
|
|
|
|
|
|
|
return null;
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Get a single frame by key. You'd only do this to get the default Frame created for a non-atlas/spritesheet image.
|
|
|
|
*
|
|
|
|
* @method Phaser.Cache#getTextureFrame
|
|
|
|
* @param {string} key - Asset key of the frame data you want.
|
2013-10-03 01:38:35 +00:00
|
|
|
* @return {Phaser.Frame} The frame data you want.
|
2013-10-02 14:05:55 +00:00
|
|
|
*/
|
|
|
|
getTextureFrame: function (key) {
|
|
|
|
|
|
|
|
if (this._textures[key])
|
|
|
|
{
|
|
|
|
return this._textures[key].frame;
|
|
|
|
}
|
|
|
|
|
|
|
|
return null;
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Get a RenderTexture by key.
|
|
|
|
*
|
|
|
|
* @method Phaser.Cache#getTexture
|
|
|
|
* @param {string} key - Asset key of the RenderTexture you want.
|
|
|
|
* @return {Phaser.RenderTexture} The RenderTexture you want.
|
|
|
|
*/
|
|
|
|
getTexture: function (key) {
|
|
|
|
|
|
|
|
if (this._textures[key])
|
|
|
|
{
|
|
|
|
return this._textures[key];
|
|
|
|
}
|
|
|
|
|
|
|
|
return null;
|
|
|
|
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Get sound by key.
|
|
|
|
*
|
|
|
|
* @method Phaser.Cache#getSound
|
|
|
|
* @param {string} key - Asset key of the sound you want.
|
|
|
|
* @return {Phaser.Sound} The sound you want.
|
|
|
|
*/
|
|
|
|
getSound: function (key) {
|
|
|
|
|
|
|
|
if (this._sounds[key])
|
|
|
|
{
|
|
|
|
return this._sounds[key];
|
|
|
|
}
|
|
|
|
|
|
|
|
return null;
|
|
|
|
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Get sound data by key.
|
|
|
|
*
|
|
|
|
* @method Phaser.Cache#getSoundData
|
|
|
|
* @param {string} key - Asset key of the sound you want.
|
|
|
|
* @return {object} The sound data you want.
|
|
|
|
*/
|
|
|
|
getSoundData: function (key) {
|
|
|
|
|
|
|
|
if (this._sounds[key])
|
|
|
|
{
|
|
|
|
return this._sounds[key].data;
|
|
|
|
}
|
|
|
|
|
|
|
|
return null;
|
|
|
|
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Check if the given sound has finished decoding.
|
|
|
|
*
|
|
|
|
* @method Phaser.Cache#isSoundDecoded
|
|
|
|
* @param {string} key - Asset key of the sound you want.
|
|
|
|
* @return {boolean} The decoded state of the Sound object.
|
|
|
|
*/
|
|
|
|
isSoundDecoded: function (key) {
|
|
|
|
|
|
|
|
if (this._sounds[key])
|
|
|
|
{
|
|
|
|
return this._sounds[key].decoded;
|
|
|
|
}
|
|
|
|
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Check if the given sound is ready for playback. A sound is considered ready when it has finished decoding and the device is no longer touch locked.
|
|
|
|
*
|
|
|
|
* @method Phaser.Cache#isSoundReady
|
|
|
|
* @param {string} key - Asset key of the sound you want.
|
|
|
|
* @return {boolean} True if the sound is decoded and the device is not touch locked.
|
|
|
|
*/
|
|
|
|
isSoundReady: function (key) {
|
|
|
|
|
|
|
|
return (this._sounds[key] && this._sounds[key].decoded && this.game.sound.touchLocked == false);
|
|
|
|
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Check whether an image asset is sprite sheet or not.
|
|
|
|
*
|
|
|
|
* @method Phaser.Cache#isSpriteSheet
|
|
|
|
* @param {string} key - Asset key of the sprite sheet you want.
|
|
|
|
* @return {boolean} True if the image is a sprite sheet.
|
|
|
|
*/
|
|
|
|
isSpriteSheet: function (key) {
|
|
|
|
|
|
|
|
if (this._images[key])
|
|
|
|
{
|
|
|
|
return this._images[key].spriteSheet;
|
|
|
|
}
|
|
|
|
|
|
|
|
return false;
|
|
|
|
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Get text data by key.
|
|
|
|
*
|
|
|
|
* @method Phaser.Cache#getText
|
|
|
|
* @param {string} key - Asset key of the text data you want.
|
|
|
|
* @return {object} The text data you want.
|
|
|
|
*/
|
|
|
|
getText: function (key) {
|
|
|
|
|
|
|
|
if (this._text[key])
|
|
|
|
{
|
|
|
|
return this._text[key].data;
|
|
|
|
}
|
|
|
|
|
|
|
|
return null;
|
|
|
|
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Get the cache keys from a given array of objects.
|
|
|
|
* Normally you don't call this directly but instead use getImageKeys, getSoundKeys, etc.
|
|
|
|
*
|
|
|
|
* @method Phaser.Cache#getKeys
|
|
|
|
* @param {Array} array - An array of items to return the keys for.
|
|
|
|
* @return {Array} The array of item keys.
|
|
|
|
*/
|
|
|
|
getKeys: function (array) {
|
|
|
|
|
|
|
|
var output = [];
|
|
|
|
|
|
|
|
for (var item in array)
|
|
|
|
{
|
|
|
|
if (item !== '__default')
|
|
|
|
{
|
|
|
|
output.push(item);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return output;
|
|
|
|
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Returns an array containing all of the keys of Images in the Cache.
|
|
|
|
*
|
|
|
|
* @method Phaser.Cache#getImageKeys
|
|
|
|
* @return {Array} The string based keys in the Cache.
|
|
|
|
*/
|
|
|
|
getImageKeys: function () {
|
|
|
|
return this.getKeys(this._images);
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Returns an array containing all of the keys of Sounds in the Cache.
|
|
|
|
*
|
|
|
|
* @method Phaser.Cache#getSoundKeys
|
|
|
|
* @return {Array} The string based keys in the Cache.
|
|
|
|
*/
|
|
|
|
getSoundKeys: function () {
|
|
|
|
return this.getKeys(this._sounds);
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Returns an array containing all of the keys of Text Files in the Cache.
|
|
|
|
*
|
|
|
|
* @method Phaser.Cache#getTextKeys
|
|
|
|
* @return {Array} The string based keys in the Cache.
|
|
|
|
*/
|
|
|
|
getTextKeys: function () {
|
|
|
|
return this.getKeys(this._text);
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Removes a canvas from the cache.
|
|
|
|
*
|
|
|
|
* @method Phaser.Cache#removeCanvas
|
|
|
|
* @param {string} key - Key of the asset you want to remove.
|
|
|
|
*/
|
|
|
|
removeCanvas: function (key) {
|
|
|
|
delete this._canvases[key];
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Removes an image from the cache.
|
|
|
|
*
|
|
|
|
* @method Phaser.Cache#removeImage
|
|
|
|
* @param {string} key - Key of the asset you want to remove.
|
|
|
|
*/
|
|
|
|
removeImage: function (key) {
|
|
|
|
delete this._images[key];
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Removes a sound from the cache.
|
|
|
|
*
|
|
|
|
* @method Phaser.Cache#removeSound
|
|
|
|
* @param {string} key - Key of the asset you want to remove.
|
|
|
|
*/
|
|
|
|
removeSound: function (key) {
|
|
|
|
delete this._sounds[key];
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Removes a text from the cache.
|
|
|
|
*
|
|
|
|
* @method Phaser.Cache#removeText
|
|
|
|
* @param {string} key - Key of the asset you want to remove.
|
|
|
|
*/
|
|
|
|
removeText: function (key) {
|
|
|
|
delete this._text[key];
|
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Clears the cache. Removes every local cache object reference.
|
|
|
|
*
|
|
|
|
* @method Phaser.Cache#destroy
|
|
|
|
*/
|
|
|
|
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']];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
};
|
|
|
|
</pre>
|
|
|
|
</article>
|
|
|
|
</section>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
</div>
|
|
|
|
|
|
|
|
<div class="clearfix"></div>
|
|
|
|
<footer>
|
|
|
|
|
|
|
|
|
|
|
|
<span class="copyright">
|
|
|
|
Phaser Copyright © 2012-2013 Photon Storm Ltd.
|
|
|
|
</span>
|
|
|
|
<br />
|
|
|
|
|
|
|
|
<span class="jsdoc-message">
|
2013-10-25 15:54:40 +00:00
|
|
|
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
|
2013-11-01 18:16:52 +00:00
|
|
|
on Fri Nov 01 2013 18:16:08 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
2013-10-02 14:05:55 +00:00
|
|
|
</span>
|
|
|
|
</footer>
|
|
|
|
</div>
|
|
|
|
|
|
|
|
|
|
|
|
<br clear="both">
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|
|
|
</div>
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|
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|
|
|
|
</div>
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<script src="scripts/sunlight.js"></script>
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<script src="scripts/sunlight.javascript.js"></script>
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<script src="scripts/sunlight-plugin.doclinks.js"></script>
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<script src="scripts/sunlight-plugin.linenumbers.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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selectors : "h1,h2,h3,h4",
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showAndHide : false,
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scrollTo : 60
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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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} );
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</script>
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</body>
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</html>
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