phaser/wip/TS Source/loader/Loader.ts

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/// <reference path="../_definitions.ts" />
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/**
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* Phaser - Loader
*
* The Loader handles loading all external content such as Images, Sounds, Texture Atlases and data files.
* It uses a combination of Image() loading and xhr and provides for progress and completion callbacks.
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*/
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module Phaser {
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export class Loader {
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/**
* Loader constructor
*
* @param game {Phaser.Game} Current game instance.
*/
constructor(game: Game) {
this.game = game;
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this._keys = [];
this._fileList = {};
this._xhr = new XMLHttpRequest();
this._queueSize = 0;
this.isLoading = false;
this.onFileComplete = new Phaser.Signal;
this.onFileError = new Phaser.Signal;
this.onLoadStart = new Phaser.Signal;
this.onLoadComplete = new Phaser.Signal;
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}
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/**
* Local reference to Game.
*/
public game: Phaser.Game;
/**
* Array stores assets keys. So you can get that asset by its unique key.
*/
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private _keys: string[];
/**
* Contains all the assets file infos.
*/
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private _fileList;
/**
* Indicates assets loading progress. (from 0 to 100)
* @type {number}
*/
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private _progressChunk: number;
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private _xhr: XMLHttpRequest;
/**
* Length of assets queue.
* @type {number}
*/
private _queueSize: number;
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/**
* True if the Loader is in the process of loading a queue.
* @type {bool}
*/
public isLoading: bool;
/**
* True if game is completely loaded.
* @type {bool}
*/
public hasLoaded: bool;
/**
* Loading progress (from 0 to 100)
* @type {number}
*/
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public progress: number;
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/**
* The crossOrigin value applied to loaded images
* @type {string}
*/
public crossOrigin: string = '';
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// If you want to append a URL before the path of any asset you can set this here.
// Useful if you need to allow an asset url to be configured outside of the game code.
// MUST have / on the end of it!
public baseURL: string = '';
public onFileComplete: Phaser.Signal;
public onFileError: Phaser.Signal;
public onLoadStart: Phaser.Signal;
public onLoadComplete: Phaser.Signal;
/**
* TextureAtlas data format constants
*/
public static TEXTURE_ATLAS_JSON_ARRAY: number = 0;
public static TEXTURE_ATLAS_JSON_HASH: number = 1;
public static TEXTURE_ATLAS_XML_STARLING: number = 2;
/**
* Reset loader, this will remove all loaded assets.
*/
public reset() {
this._queueSize = 0;
this.isLoading = false;
}
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public get queueSize(): number {
return this._queueSize;
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}
/**
* Add a new image asset loading request with key and url.
* @param key {string} Unique asset key of this image file.
* @param url {string} URL of image file.
*/
public image(key: string, url: string, overwrite: bool = false) {
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if (overwrite == true || this.checkKeyExists(key) == false)
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{
this._queueSize++;
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this._fileList[key] = { type: 'image', key: key, url: url, data: null, error: false, loaded: false };
this._keys.push(key);
}
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}
/**
* Add a new sprite sheet loading request.
* @param key {string} Unique asset key of the sheet file.
* @param url {string} URL of sheet file.
* @param frameWidth {number} Width of each single frame.
* @param frameHeight {number} Height of each single frame.
* @param frameMax {number} How many frames in this sprite sheet.
*/
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public spritesheet(key: string, url: string, frameWidth: number, frameHeight: number, frameMax: number = -1) {
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if (this.checkKeyExists(key) === false)
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{
this._queueSize++;
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this._fileList[key] = { type: 'spritesheet', key: key, url: url, data: null, frameWidth: frameWidth, frameHeight: frameHeight, frameMax: frameMax, error: false, loaded: false };
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this._keys.push(key);
}
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}
/**
* Add a new texture atlas loading request.
* @param key {string} Unique asset key of the texture atlas file.
* @param textureURL {string} The url of the texture atlas image file.
* @param [atlasURL] {string} The url of the texture atlas data file (json/xml)
* @param [atlasData] {object} A JSON or XML data object.
* @param [format] {number} A value describing the format of the data.
*/
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public atlas(key: string, textureURL: string, atlasURL: string = null, atlasData = null, format:number = Loader.TEXTURE_ATLAS_JSON_ARRAY) {
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if (this.checkKeyExists(key) === false)
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{
if (atlasURL !== null)
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{
// A URL to a json/xml file has been given
this._queueSize++;
this._fileList[key] = { type: 'textureatlas', key: key, url: textureURL, atlasURL: atlasURL, data: null, format: format, error: false, loaded: false };
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this._keys.push(key);
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}
else
{
if (format == Loader.TEXTURE_ATLAS_JSON_ARRAY)
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{
// A json string or object has been given
if (typeof atlasData === 'string')
{
atlasData = JSON.parse(atlasData);
}
this._queueSize++;
this._fileList[key] = { type: 'textureatlas', key: key, url: textureURL, data: null, atlasURL: null, atlasData: atlasData, format: format, error: false, loaded: false };
this._keys.push(key);
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}
else if (format == Loader.TEXTURE_ATLAS_XML_STARLING)
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{
// An xml string or object has been given
if (typeof atlasData === 'string')
{
var xml;
try
{
if (window['DOMParser'])
{
var domparser = new DOMParser();
xml = domparser.parseFromString(atlasData, "text/xml");
}
else
{
xml = new ActiveXObject("Microsoft.XMLDOM");
xml.async = 'false';
xml.loadXML(atlasData);
}
}
catch (e)
{
xml = undefined;
}
if (!xml || !xml.documentElement || xml.getElementsByTagName("parsererror").length)
{
throw new Error("Phaser.Loader. Invalid Texture Atlas XML given");
}
else
{
atlasData = xml;
}
}
this._queueSize++;
this._fileList[key] = { type: 'textureatlas', key: key, url: textureURL, data: null, atlasURL: null, atlasData: atlasData, format: format, error: false, loaded: false };
this._keys.push(key);
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}
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}
}
}
/**
* Add a new audio file loading request.
* @param key {string} Unique asset key of the audio file.
* @param urls {Array} An array containing the URLs of the audio files, i.e.: [ 'jump.mp3', 'jump.ogg', 'jump.m4a' ]
* @param autoDecode {bool} 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.
*/
public audio(key: string, urls: string[], autoDecode: bool = true) {
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if (this.checkKeyExists(key) === false)
{
this._queueSize++;
this._fileList[key] = { type: 'audio', key: key, url: urls, data: null, buffer: null, error: false, loaded: false, autoDecode: autoDecode };
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this._keys.push(key);
}
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}
/**
* Add a new text file loading request.
* @param key {string} Unique asset key of the text file.
* @param url {string} URL of text file.
*/
public text(key: string, url: string) {
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if (this.checkKeyExists(key) === false)
{
this._queueSize++;
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this._fileList[key] = { type: 'text', key: key, url: url, data: null, error: false, loaded: false };
this._keys.push(key);
}
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}
/**
* Remove loading request of a file.
* @param key {string} Key of the file you want to remove.
*/
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public removeFile(key: string) {
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delete this._fileList[key];
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}
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/**
* Remove all file loading requests.
*/
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public removeAll() {
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this._fileList = {};
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}
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/**
* Load assets.
*/
public start() {
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if (this.isLoading)
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{
return;
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}
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this.progress = 0;
this.hasLoaded = false;
this.isLoading = true;
this.onLoadStart.dispatch(this.queueSize);
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if (this._keys.length > 0)
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{
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this._progressChunk = 100 / this._keys.length;
this.loadFile();
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}
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else
{
this.progress = 100;
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this.hasLoaded = true;
this.onLoadComplete.dispatch();
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}
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}
/**
* Load files. Private method ONLY used by loader.
*/
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private loadFile() {
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var file = this._fileList[this._keys.pop()];
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// Image or Data?
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switch (file.type)
{
case 'image':
case 'spritesheet':
case 'textureatlas':
file.data = new Image();
file.data.name = file.key;
file.data.onload = () => this.fileComplete(file.key);
file.data.onerror = () => this.fileError(file.key);
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file.data.crossOrigin = this.crossOrigin;
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file.data.src = this.baseURL + file.url;
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break;
case 'audio':
file.url = this.getAudioURL(file.url);
if (file.url !== null)
{
// WebAudio or Audio Tag?
if (this.game.sound.usingWebAudio)
{
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this._xhr.open("GET", this.baseURL + file.url, true);
this._xhr.responseType = "arraybuffer";
this._xhr.onload = () => this.fileComplete(file.key);
this._xhr.onerror = () => this.fileError(file.key);
this._xhr.send();
}
else if (this.game.sound.usingAudioTag)
{
if (this.game.sound.touchLocked)
{
// If audio is locked we can't do this yet, so need to queue this load request somehow. Bum.
file.data = new Audio();
file.data.name = file.key;
file.data.preload = 'auto';
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file.data.src = this.baseURL + file.url;
this.fileComplete(file.key);
}
else
{
file.data = new Audio();
file.data.name = file.key;
file.data.onerror = () => this.fileError(file.key);
file.data.preload = 'auto';
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file.data.src = this.baseURL + file.url;
file.data.addEventListener('canplaythrough', Phaser.GAMES[this.game.id].load.fileComplete(file.key), false);
file.data.load();
}
}
}
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break;
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case 'text':
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this._xhr.open("GET", this.baseURL + file.url, true);
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this._xhr.responseType = "text";
this._xhr.onload = () => this.fileComplete(file.key);
this._xhr.onerror = () => this.fileError(file.key);
this._xhr.send();
break;
}
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}
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private getAudioURL(urls): string {
var extension: string;
for (var i = 0; i < urls.length; i++)
{
extension = urls[i].toLowerCase();
extension = extension.substr((Math.max(0, extension.lastIndexOf(".")) || Infinity) + 1);
if (this.game.device.canPlayAudio(extension))
{
return urls[i];
}
}
return null;
}
/**
* Error occured when load a file.
* @param key {string} Key of the error loading file.
*/
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private fileError(key: string) {
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this._fileList[key].loaded = true;
this._fileList[key].error = true;
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this.onFileError.dispatch(key);
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throw new Error("Phaser.Loader error loading file: " + key);
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this.nextFile(key, false);
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}
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/**
* Called when a file is successfully loaded.
* @param key {string} Key of the successfully loaded file.
*/
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private fileComplete(key: string) {
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if (!this._fileList[key])
{
throw new Error('Phaser.Loader fileComplete invalid key ' + key);
return;
}
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this._fileList[key].loaded = true;
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var file = this._fileList[key];
var loadNext: bool = true;
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switch (file.type)
{
case 'image':
this.game.cache.addImage(file.key, file.url, file.data);
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break;
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case 'spritesheet':
this.game.cache.addSpriteSheet(file.key, file.url, file.data, file.frameWidth, file.frameHeight, file.frameMax);
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break;
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case 'textureatlas':
if (file.atlasURL == null)
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{
this.game.cache.addTextureAtlas(file.key, file.url, file.data, file.atlasData, file.format);
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}
else
{
// Load the JSON or XML before carrying on with the next file
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loadNext = false;
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this._xhr.open("GET", this.baseURL + file.atlasURL, true);
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this._xhr.responseType = "text";
if (file.format == Loader.TEXTURE_ATLAS_JSON_ARRAY)
{
this._xhr.onload = () => this.jsonLoadComplete(file.key);
}
else if (file.format == Loader.TEXTURE_ATLAS_XML_STARLING)
{
this._xhr.onload = () => this.xmlLoadComplete(file.key);
}
this._xhr.onerror = () => this.dataLoadError(file.key);
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this._xhr.send();
}
break;
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case 'audio':
if (this.game.sound.usingWebAudio)
{
file.data = this._xhr.response;
this.game.cache.addSound(file.key, file.url, file.data, true, false);
if (file.autoDecode)
{
this.game.cache.updateSound(key, 'isDecoding', true);
var that = this;
var key = file.key;
this.game.sound.context.decodeAudioData(file.data, function (buffer) {
if (buffer)
{
that.game.cache.decodedSound(key, buffer);
}
});
}
}
else
{
file.data.removeEventListener('canplaythrough', Phaser.GAMES[this.game.id].load.fileComplete);
this.game.cache.addSound(file.key, file.url, file.data, false, true);
}
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break;
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case 'text':
file.data = this._xhr.response;
this.game.cache.addText(file.key, file.url, file.data);
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break;
}
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if (loadNext)
{
this.nextFile(key, true);
}
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}
/**
* Successfully loaded a JSON file.
* @param key {string} Key of the loaded JSON file.
*/
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private jsonLoadComplete(key: string) {
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var data = JSON.parse(this._xhr.response);
var file = this._fileList[key];
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this.game.cache.addTextureAtlas(file.key, file.url, file.data, data, file.format);
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this.nextFile(key, true);
}
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/**
* Error occured when load a JSON.
* @param key {string} Key of the error loading JSON file.
*/
private dataLoadError(key: string) {
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var file = this._fileList[key];
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file.error = true;
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throw new Error("Phaser.Loader dataLoadError: " + key);
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this.nextFile(key, true);
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}
private xmlLoadComplete(key: string) {
var atlasData = this._xhr.response;
var xml;
try
{
if (window['DOMParser'])
{
var domparser = new DOMParser();
xml = domparser.parseFromString(atlasData, "text/xml");
}
else
{
xml = new ActiveXObject("Microsoft.XMLDOM");
xml.async = 'false';
xml.loadXML(atlasData);
}
}
catch (e)
{
xml = undefined;
}
if (!xml || !xml.documentElement || xml.getElementsByTagName("parsererror").length)
{
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throw new Error("Phaser.Loader. Invalid XML given");
}
var file = this._fileList[key];
this.game.cache.addTextureAtlas(file.key, file.url, file.data, xml, file.format);
this.nextFile(key, true);
}
/**
* Handle loading next file.
* @param previousKey {string} Key of previous loaded asset.
* @param success {bool} Whether the previous asset loaded successfully or not.
*/
private nextFile(previousKey: string, success: bool) {
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this.progress = Math.round(this.progress + this._progressChunk);
if (this.progress > 100)
{
this.progress = 100;
}
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this.onFileComplete.dispatch(this.progress, previousKey, success, this._queueSize - this._keys.length, this._queueSize);
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if (this._keys.length > 0)
{
this.loadFile();
}
else
{
this.hasLoaded = true;
this.isLoading = false;
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this.removeAll();
this.onLoadComplete.dispatch();
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}
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}
/**
* Check whether asset exists with a specific key.
* @param key {string} Key of the asset you want to check.
* @return {bool} Return true if exists, otherwise return false.
*/
private checkKeyExists(key: string): bool {
if (this._fileList[key])
{
return true;
}
else
{
return false;
}
}
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}
}