mirror of
https://github.com/photonstorm/phaser
synced 2025-02-17 14:38:30 +00:00
392 lines
9.2 KiB
JavaScript
392 lines
9.2 KiB
JavaScript
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/**
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* Cache
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*
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* 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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*
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* @package Phaser.Cache
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013 Photon Storm Ltd.
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* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
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*/
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Phaser.Cache = function (game) {
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this.game = game;
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};
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Phaser.Cache.prototype = {
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/**
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* Local reference to Game.
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*/
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game: null,
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/**
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* Canvas key-value container.
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* @type {object}
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* @private
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*/
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_canvases: {},
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/**
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* Image key-value container.
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* @type {object}
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*/
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_images: {},
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/**
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* Sound key-value container.
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* @type {object}
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*/
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_sounds: {},
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/**
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* Text key-value container.
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* @type {object}
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*/
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_text: {},
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/**
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* Add a new canvas.
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* @param key {string} Asset key for this canvas.
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* @param canvas {HTMLCanvasElement} Canvas DOM element.
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* @param context {CanvasRenderingContext2D} 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 sprite sheet.
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* @param key {string} Asset key for the sprite sheet.
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* @param url {string} URL of this sprite sheet file.
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* @param data {object} Extra sprite sheet data.
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* @param frameWidth {number} Width of the sprite sheet.
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* @param frameHeight {number} Height of the sprite sheet.
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* @param frameMax {number} 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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this._images[key].frameData = Phaser.Animation.Parser.spriteSheet(this.game, key, frameWidth, frameHeight, frameMax);
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},
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/**
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* Add a new texture atlas.
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* @param key {string} Asset key for the texture atlas.
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* @param url {string} URL of this texture atlas file.
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* @param data {object} Extra texture atlas data.
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* @param atlasData {object} Texture atlas frames data.
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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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if (format == Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY)
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{
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this._images[key].frameData = Phaser.Animation.Parser.JSONData(this.game, atlasData);
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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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this._images[key].frameData = Phaser.Animation.Parser.XMLData(this.game, atlasData, format);
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}
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},
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/**
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* Add a new image.
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* @param key {string} Asset key for the image.
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* @param url {string} URL of this image file.
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* @param data {object} 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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},
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/**
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* Add a new sound.
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* @param key {string} Asset key for the sound.
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* @param url {string} URL of this sound file.
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* @param data {object} Extra sound data.
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*/
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addSound: function (key, url, data, webAudio, audioTag) {
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if (typeof webAudio === "undefined") { webAudio = true; }
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if (typeof audioTag === "undefined") { 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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decoded = true;
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}
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this._sounds[key] = { url: url, data: data, locked: locked, isDecoding: false, decoded: decoded, webAudio: webAudio, audioTag: audioTag };
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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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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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reloadSoundComplete: function (key) {
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if (this._sounds[key]) {
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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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updateSound: function (key, property, value) {
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if (this._sounds[key]) {
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this._sounds[key][property] = value;
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}
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},
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/**
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* Add a new decoded sound.
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* @param key {string} Asset key for the sound.
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* @param data {object} Extra sound data.
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*/
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decodedSound: function (key, data) {
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this._sounds[key].data = data;
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this._sounds[key].decoded = true;
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this._sounds[key].isDecoding = false;
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},
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/**
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* Add a new text data.
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* @param key {string} Asset key for the text data.
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* @param url {string} URL of this text data file.
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* @param data {object} 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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},
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/**
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* Get canvas by key.
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* @param key Asset key of the canvas you want.
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* @return {object} The canvas you want.
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*/
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getCanvas: function (key) {
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if (this._canvases[key]) {
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return this._canvases[key].canvas;
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}
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return null;
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},
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/**
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* Get image data by key.
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* @param key Asset key of the image you want.
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* @return {object} The image data you want.
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*/
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getImage: function (key) {
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if (this._images[key]) {
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return this._images[key].data;
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}
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return null;
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},
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/**
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* Get frame data by key.
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* @param key Asset key of the frame data you want.
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* @return {object} The frame data you want.
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*/
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getFrameData: function (key) {
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if (this._images[key] && this._images[key].frameData) {
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return this._images[key].frameData;
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}
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return null;
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},
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/**
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* Get sound by key.
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* @param key Asset key of the sound you want.
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* @return {object} The sound you want.
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*/
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getSound: function (key) {
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if (this._sounds[key]) {
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return this._sounds[key];
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}
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return null;
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},
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/**
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* Get sound data by key.
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* @param key Asset key of the sound you want.
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* @return {object} The sound data you want.
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*/
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getSoundData: function (key) {
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if (this._sounds[key]) {
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return this._sounds[key].data;
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}
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return null;
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},
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/**
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* Check whether an asset is decoded sound.
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* @param key Asset key of the sound you want.
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* @return {object} The sound data you want.
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*/
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isSoundDecoded: function (key) {
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if (this._sounds[key]) {
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return this._sounds[key].decoded;
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}
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},
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/**
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* Check whether an asset is decoded sound.
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* @param key Asset key of the sound you want.
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* @return {object} The sound data you want.
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*/
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isSoundReady: function (key) {
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return (this._sounds[key] && this._sounds[key].decoded == true && this._sounds[key].locked == false);
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},
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/**
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* Check whether an asset is sprite sheet.
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* @param key Asset key of the sprite sheet you want.
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* @return {object} The sprite sheet data you want.
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*/
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isSpriteSheet: function (key) {
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if (this._images[key]) {
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return this._images[key].spriteSheet;
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}
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return false;
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},
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/**
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* Get text data by key.
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* @param key Asset key of the text data you want.
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* @return {object} The text data you want.
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*/
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getText: function (key) {
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if (this._text[key]) {
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return this._text[key].data;
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}
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return null;
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},
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getKeys: function (array) {
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var output = [];
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for (var item in array) {
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output.push(item);
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}
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return output;
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},
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/**
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* Returns an array containing all of the keys of Images in the Cache.
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* @return {Array} The string based keys in the Cache.
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*/
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getImageKeys: function () {
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return this.getKeys(this._images);
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},
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/**
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* Returns an array containing all of the keys of Sounds in the Cache.
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* @return {Array} The string based keys in the Cache.
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*/
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getSoundKeys: function () {
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return this.getKeys(this._sounds);
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},
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/**
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* Returns an array containing all of the keys of Text Files in the Cache.
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* @return {Array} The string based keys in the Cache.
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*/
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getTextKeys: function () {
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return this.getKeys(this._text);
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},
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removeCanvas: function (key) {
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delete this._canvases[key];
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},
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removeImage: function (key) {
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delete this._images[key];
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},
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removeSound: function (key) {
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delete this._sounds[key];
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},
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removeText: function (key) {
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delete this._text[key];
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},
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/**
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* Clean up cache memory.
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*/
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destroy: function () {
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for (var item in this._canvases) {
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delete this._canvases[item['key']];
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}
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for (var item in this._images) {
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delete this._images[item['key']];
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}
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for (var item in this._sounds) {
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delete this._sounds[item['key']];
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}
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for (var item in this._text) {
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delete this._text[item['key']];
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}
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}
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};
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