phaser/src/loader/Cache.js

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/**
* Cache
*
* 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.
*
* @package Phaser.Cache
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
*/
Phaser.Cache = function (game) {
this.game = game;
this._canvases = {};
this._images = {};
this._sounds = {};
this._text = {};
this.addDefaultImage();
};
Phaser.Cache.prototype = {
/**
* Local reference to Game.
*/
game: null,
/**
* Canvas key-value container.
* @type {object}
* @private
*/
_canvases: {},
/**
* Image key-value container.
* @type {object}
*/
_images: {},
/**
* Sound key-value container.
* @type {object}
*/
_sounds: {},
/**
* Text key-value container.
* @type {object}
*/
_text: {},
/**
* Add a new canvas.
* @param key {string} Asset key for this canvas.
* @param canvas {HTMLCanvasElement} Canvas DOM element.
* @param context {CanvasRenderingContext2D} Render context of this canvas.
*/
addCanvas: function (key, canvas, context) {
this._canvases[key] = { canvas: canvas, context: context };
},
/**
* Add a new sprite sheet.
* @param key {string} Asset key for the sprite sheet.
* @param url {string} URL of this sprite sheet file.
* @param data {object} Extra sprite sheet data.
* @param frameWidth {number} Width of the sprite sheet.
* @param frameHeight {number} Height of the sprite sheet.
* @param frameMax {number} 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 texture atlas.
* @param key {string} Asset key for the texture atlas.
* @param url {string} URL of this texture atlas file.
* @param data {object} Extra texture atlas data.
* @param atlasData {object} Texture atlas frames data.
*/
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);
}
},
/**
* Adds a default image to be used when a key is wrong / missing.
* Is mapped to the key __default
*/
addDefaultImage: function () {
this._images['__default'] = { url: null, data: null, spriteSheet: false };
this._images['__default'].frame = new Phaser.Animation.Frame(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.
* @param key {string} Asset key for the image.
* @param url {string} URL of this image file.
* @param data {object} Extra image data.
*/
addImage: function (key, url, data) {
this._images[key] = { url: url, data: data, spriteSheet: false };
this._images[key].frame = new Phaser.Animation.Frame(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.
* @param key {string} Asset key for the sound.
* @param url {string} URL of this sound file.
* @param data {object} 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 };
},
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();
}
},
reloadSoundComplete: function (key) {
if (this._sounds[key]) {
this._sounds[key].locked = false;
this.onSoundUnlock.dispatch(key);
}
},
updateSound: function (key, property, value) {
if (this._sounds[key]) {
this._sounds[key][property] = value;
}
},
/**
* Add a new decoded sound.
* @param key {string} Asset key for the sound.
* @param data {object} 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.
* @param key {string} Asset key for the text data.
* @param url {string} URL of this text data file.
* @param data {object} Extra text data.
*/
addText: function (key, url, data) {
this._text[key] = {
url: url,
data: data
};
},
/**
* Get canvas by key.
* @param 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.
* @param 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.
* @param 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 frame data by key.
* @param 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 by key. You'd only do this to get the default Frame created for a non-atlas/spritesheet image.
* @param 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 sound by key.
* @param 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.
* @param 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.
* @param 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.
* @param 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.
* @param 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.
* @param 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);
},
removeCanvas: function (key) {
delete this._canvases[key];
},
removeImage: function (key) {
delete this._images[key];
},
removeSound: function (key) {
delete this._sounds[key];
},
removeText: function (key) {
delete this._text[key];
},
/**
* Clean up cache memory.
*/
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']];
}
}
};