phaser/src/loader/Cache.js

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/**
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* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
* @module Phaser.Cache
*/
/**
* Phaser.Cache constructor.
*
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* @class Phaser.Cache
* @classdesc A game only has one instance of a Cache and it is used to store all externally loaded assets such
* as images, sounds and data files as a result of Loader calls. Cache items use string based keys for look-up.
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* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
*/
Phaser.Cache = function (game) {
/**
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* @property {Phaser.Game} game - Local reference to game.
*/
this.game = game;
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/**
* @property {object} game - Canvas key-value container.
* @private
*/
this._canvases = {};
/**
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* @property {object} _images - Image key-value container.
* @private
*/
this._images = {};
/**
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* @property {object} _textures - RenderTexture key-value container.
* @private
*/
this._textures = {};
/**
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* @property {object} _sounds - Sound key-value container.
* @private
*/
this._sounds = {};
/**
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* @property {object} _text - Text key-value container.
* @private
*/
this._text = {};
/**
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* @property {object} _tilemaps - Tilemap key-value container.
* @private
*/
this._tilemaps = {};
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this.addDefaultImage();
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/**
* @property {Phaser.Signal} onSoundUnlock - Description.
*/
this.onSoundUnlock = new Phaser.Signal;
};
Phaser.Cache.prototype = {
/**
* Add a new canvas.
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* @param {string} key - Asset key for this canvas.
* @param {HTMLCanvasElement} canvas - Canvas DOM element.
* @param {CanvasRenderingContext2D} context - Render context of this canvas.
*/
addCanvas: function (key, canvas, context) {
this._canvases[key] = { canvas: canvas, context: context };
},
/**
* Add a new canvas.
* @param key {string} Asset key for this canvas.
* @param canvas {RenderTexture} A RenderTexture.
*/
addRenderTexture: function (key, texture) {
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var frame = new Phaser.Animation.Frame(0, 0, 0, texture.width, texture.height, '', '');
this._textures[key] = { texture: texture, frame: frame };
},
/**
* Add a new sprite sheet.
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* @param {string} key - Asset key for the sprite sheet.
* @param {string} url - URL of this sprite sheet file.
* @param {object} data - Extra sprite sheet data.
* @param {number} frameWidth - Width of the sprite sheet.
* @param {number} frameHeight - Height of the sprite sheet.
* @param {number} frameMax - How many frames stored in the sprite sheet.
*/
addSpriteSheet: function (key, url, data, frameWidth, frameHeight, frameMax) {
this._images[key] = { url: url, data: data, spriteSheet: true, frameWidth: frameWidth, frameHeight: frameHeight };
PIXI.BaseTextureCache[key] = new PIXI.BaseTexture(data);
PIXI.TextureCache[key] = new PIXI.Texture(PIXI.BaseTextureCache[key]);
this._images[key].frameData = Phaser.Animation.Parser.spriteSheet(this.game, key, frameWidth, frameHeight, frameMax);
},
/**
* Add a new tilemap.
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* @param {string} key - Asset key for the texture atlas.
* @param {string} url - URL of this texture atlas file.
* @param {object} data - Extra texture atlas data.
* @param {object} atlasData - Texture atlas frames data.
*/
addTilemap: function (key, url, data, mapData, format) {
this._tilemaps[key] = { url: url, data: data, spriteSheet: true, mapData: mapData, format: format };
PIXI.BaseTextureCache[key] = new PIXI.BaseTexture(data);
PIXI.TextureCache[key] = new PIXI.Texture(PIXI.BaseTextureCache[key]);
},
/**
* Add a new texture atlas.
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* @param {string} key - Asset key for the texture atlas.
* @param {string} url - URL of this texture atlas file.
* @param {object} data - Extra texture atlas data.
* @param {object} atlasData - Texture atlas frames data.
* @param {Description} format - Description.
*/
addTextureAtlas: function (key, url, data, atlasData, format) {
this._images[key] = { url: url, data: data, spriteSheet: true };
PIXI.BaseTextureCache[key] = new PIXI.BaseTexture(data);
PIXI.TextureCache[key] = new PIXI.Texture(PIXI.BaseTextureCache[key]);
if (format == Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY)
{
this._images[key].frameData = Phaser.Animation.Parser.JSONData(this.game, atlasData, key);
}
else if (format == Phaser.Loader.TEXTURE_ATLAS_JSON_HASH)
{
this._images[key].frameData = Phaser.Animation.Parser.JSONDataHash(this.game, atlasData, key);
}
else if (format == Phaser.Loader.TEXTURE_ATLAS_XML_STARLING)
{
this._images[key].frameData = Phaser.Animation.Parser.XMLData(this.game, atlasData, key);
}
},
/**
* Add a new Bitmap Font.
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* @param {string} key - Asset key for the font texture.
* @param {string} url - URL of this font xml file.
* @param {object} data - Extra font data.
* @param xmlData {object} Texture atlas frames data.
*/
addBitmapFont: function (key, url, data, xmlData) {
this._images[key] = { url: url, data: data, spriteSheet: true };
PIXI.BaseTextureCache[key] = new PIXI.BaseTexture(data);
PIXI.TextureCache[key] = new PIXI.Texture(PIXI.BaseTextureCache[key]);
Phaser.Loader.Parser.bitmapFont(this.game, xmlData, key);
// this._images[key].frameData = Phaser.Animation.Parser.XMLData(this.game, xmlData, key);
},
/**
* Adds a default image to be used when a key is wrong / missing.
* Is mapped to the key __default
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* @method addDefaultImage
*/
addDefaultImage: function () {
this._images['__default'] = { url: null, data: null, spriteSheet: false };
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this._images['__default'].frame = new Phaser.Animation.Frame(0, 0, 0, 32, 32, '', '');
var base = new PIXI.BaseTexture();
base.width = 32;
base.height = 32;
base.hasLoaded = true; // avoids a hanging event listener
PIXI.BaseTextureCache['__default'] = base;
PIXI.TextureCache['__default'] = new PIXI.Texture(base);
},
/**
* Add a new image.
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* @method addImage
* @param {string} key - Asset key for the image.
* @param {string} url - URL of this image file.
* @param {object} data - Extra image data.
*/
addImage: function (key, url, data) {
this._images[key] = { url: url, data: data, spriteSheet: false };
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this._images[key].frame = new Phaser.Animation.Frame(0, 0, 0, data.width, data.height, '', '');
PIXI.BaseTextureCache[key] = new PIXI.BaseTexture(data);
PIXI.TextureCache[key] = new PIXI.Texture(PIXI.BaseTextureCache[key]);
},
/**
* Add a new sound.
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* @method addSound
* @param {string} key - Asset key for the sound.
* @param {string} url - URL of this sound file.
* @param {object} data - Extra sound data.
*/
addSound: function (key, url, data, webAudio, audioTag) {
webAudio = webAudio || true;
audioTag = audioTag || false;
var locked = this.game.sound.touchLocked;
var decoded = false;
if (audioTag)
{
decoded = true;
}
this._sounds[key] = { url: url, data: data, isDecoding: false, decoded: decoded, webAudio: webAudio, audioTag: audioTag };
},
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/**
* Reload a sound.
* @method reloadSound
* @param {string} key - Asset key for the sound.
*/
reloadSound: function (key) {
var _this = this;
if (this._sounds[key])
{
this._sounds[key].data.src = this._sounds[key].url;
this._sounds[key].data.addEventListener('canplaythrough', function () {
return _this.reloadSoundComplete(key);
}, false);
this._sounds[key].data.load();
}
},
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/**
* Description.
* @method reloadSoundComplete
* @param {string} key - Asset key for the sound.
*/
reloadSoundComplete: function (key) {
if (this._sounds[key])
{
this._sounds[key].locked = false;
this.onSoundUnlock.dispatch(key);
}
},
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/**
* Description.
* @method updateSound
* @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.
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* @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;
},
/**
* Add a new text data.
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* @param {string} key - Asset key for the text data.
* @param {string} url - URL of this text data file.
* @param {object} data - Extra text data.
*/
addText: function (key, url, data) {
this._text[key] = {
url: url,
data: data
};
},
/**
* Get canvas by key.
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* @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.
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* @param {string} key - Asset key of the image you want.
* @return {bool} True if the key exists, otherwise false.
*/
checkImageKey: function (key) {
if (this._images[key])
{
return true;
}
return false;
},
/**
* Get image data by key.
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* @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;
},
/**
* Get tilemap data by key.
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* @param {string} key - Asset key of the tilemap you want.
* @return {object} The tilemap data. The tileset image is in the data property, the map data in mapData.
*/
getTilemap: function (key) {
if (this._tilemaps[key])
{
return this._tilemaps[key];
}
return null;
},
/**
* Get frame data by key.
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* @param {string} key - Asset key of the frame data you want.
* @return {object} The frame data you want.
*/
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.
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* @param {string} key - Asset key of the frame data you want.
* @return {object} The frame data you want.
*/
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.
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* @param {string} key - Asset key of the frame data you want.
* @return {object} The frame data you want.
*/
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.
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* @param {string} key - Asset key of the frame data you want.
* @return {object} The frame data you want.
*/
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.
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* @param {string} key - Asset key of the frame data you want.
* @return {object} The frame data you want.
*/
getTextureFrame: function (key) {
if (this._textures[key])
{
return this._textures[key].frame;
}
return null;
},
/**
* Get a RenderTexture by key.
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* @param {string} key - Asset key of the RenderTexture you want.
* @return {object} The RenderTexture you want.
*/
getTexture: function (key) {
if (this._textures[key])
{
return this._textures[key];
}
return null;
},
/**
* Get sound by key.
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* @param {string} key - Asset key of the sound you want.
* @return {object} The sound you want.
*/
getSound: function (key) {
if (this._sounds[key])
{
return this._sounds[key];
}
return null;
},
/**
* Get sound data by key.
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* @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 whether an asset is decoded sound.
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* @param {string} key - Asset key of the sound you want.
* @return {object} The sound data you want.
*/
isSoundDecoded: function (key) {
if (this._sounds[key])
{
return this._sounds[key].decoded;
}
},
/**
* Check whether an asset is decoded sound.
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* @param {string} key - Asset key of the sound you want.
* @return {object} The sound data you want.
*/
isSoundReady: function (key) {
return (this._sounds[key] && this._sounds[key].decoded && this.game.sound.touchLocked == false);
},
/**
* Check whether an asset is sprite sheet.
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* @param {string} key - Asset key of the sprite sheet you want.
* @return {object} The sprite sheet data you want.
*/
isSpriteSheet: function (key) {
if (this._images[key])
{
return this._images[key].spriteSheet;
}
return false;
},
/**
* Get text data by key.
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* @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;
},
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.
* @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.
* @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.
* @return {Array} The string based keys in the Cache.
*/
getTextKeys: function () {
return this.getKeys(this._text);
},
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/**
* Description.
* @method removeCanvas
*/
removeCanvas: function (key) {
delete this._canvases[key];
},
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/**
* Description.
* @method removeImage
*/
removeImage: function (key) {
delete this._images[key];
},
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/**
* Description.
* @method removeSound
*/
removeSound: function (key) {
delete this._sounds[key];
},
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/**
* Description.
* @method removeText
*/
removeText: function (key) {
delete this._text[key];
},
/**
* Clean up cache memory.
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* @method 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']];
}
}
};