phaser/todo/TS Source/loader/Cache.js

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/// <reference path="../_definitions.ts" />
/**
* Phaser - 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.
*/
var Phaser;
(function (Phaser) {
var Cache = (function () {
/**
* Cache constructor
*/
function Cache(game) {
this.onSoundUnlock = new Phaser.Signal();
this.game = game;
this._canvases = {
};
this._images = {
};
this._sounds = {
};
this._text = {
};
}
Cache.prototype.addCanvas = /**
* 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.
*/
function (key, canvas, context) {
this._canvases[key] = {
canvas: canvas,
context: context
};
};
Cache.prototype.addSpriteSheet = /**
* 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.
*/
function (key, url, data, frameWidth, frameHeight, frameMax) {
this._images[key] = {
url: url,
data: data,
spriteSheet: true,
frameWidth: frameWidth,
frameHeight: frameHeight
};
this._images[key].frameData = Phaser.AnimationLoader.parseSpriteSheet(this.game, key, frameWidth, frameHeight, frameMax);
};
Cache.prototype.addTextureAtlas = /**
* 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.
*/
function (key, url, data, atlasData, format) {
this._images[key] = {
url: url,
data: data,
spriteSheet: true
};
if(format == Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY) {
this._images[key].frameData = Phaser.AnimationLoader.parseJSONData(this.game, atlasData);
} else if(format == Phaser.Loader.TEXTURE_ATLAS_XML_STARLING) {
this._images[key].frameData = Phaser.AnimationLoader.parseXMLData(this.game, atlasData, format);
}
};
Cache.prototype.addImage = /**
* 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.
*/
function (key, url, data) {
this._images[key] = {
url: url,
data: data,
spriteSheet: false
};
};
Cache.prototype.addSound = /**
* 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.
*/
function (key, url, data, webAudio, audioTag) {
if (typeof webAudio === "undefined") { webAudio = true; }
if (typeof audioTag === "undefined") { audioTag = false; }
var locked = this.game.sound.touchLocked;
var decoded = false;
if(audioTag) {
decoded = true;
}
this._sounds[key] = {
url: url,
data: data,
locked: locked,
isDecoding: false,
decoded: decoded,
webAudio: webAudio,
audioTag: audioTag
};
};
Cache.prototype.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();
}
};
Cache.prototype.reloadSoundComplete = function (key) {
if(this._sounds[key]) {
this._sounds[key].locked = false;
this.onSoundUnlock.dispatch(key);
}
};
Cache.prototype.updateSound = function (key, property, value) {
if(this._sounds[key]) {
this._sounds[key][property] = value;
}
};
Cache.prototype.decodedSound = /**
* Add a new decoded sound.
* @param key {string} Asset key for the sound.
* @param data {object} Extra sound data.
*/
function (key, data) {
this._sounds[key].data = data;
this._sounds[key].decoded = true;
this._sounds[key].isDecoding = false;
};
Cache.prototype.addText = /**
* 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.
*/
function (key, url, data) {
this._text[key] = {
url: url,
data: data
};
};
Cache.prototype.getCanvas = /**
* Get canvas by key.
* @param key Asset key of the canvas you want.
* @return {object} The canvas you want.
*/
function (key) {
if(this._canvases[key]) {
return this._canvases[key].canvas;
}
return null;
};
Cache.prototype.getImage = /**
* Get image data by key.
* @param key Asset key of the image you want.
* @return {object} The image data you want.
*/
function (key) {
if(this._images[key]) {
return this._images[key].data;
}
return null;
};
Cache.prototype.getFrameData = /**
* Get frame data by key.
* @param key Asset key of the frame data you want.
* @return {object} The frame data you want.
*/
function (key) {
if(this._images[key] && this._images[key].spriteSheet == true) {
return this._images[key].frameData;
}
return null;
};
Cache.prototype.getSound = /**
* Get sound by key.
* @param key Asset key of the sound you want.
* @return {object} The sound you want.
*/
function (key) {
if(this._sounds[key]) {
return this._sounds[key];
}
return null;
};
Cache.prototype.getSoundData = /**
* Get sound data by key.
* @param key Asset key of the sound you want.
* @return {object} The sound data you want.
*/
function (key) {
if(this._sounds[key]) {
return this._sounds[key].data;
}
return null;
};
Cache.prototype.isSoundDecoded = /**
* Check whether an asset is decoded sound.
* @param key Asset key of the sound you want.
* @return {object} The sound data you want.
*/
function (key) {
if(this._sounds[key]) {
return this._sounds[key].decoded;
}
};
Cache.prototype.isSoundReady = /**
* Check whether an asset is decoded sound.
* @param key Asset key of the sound you want.
* @return {object} The sound data you want.
*/
function (key) {
if(this._sounds[key] && this._sounds[key].decoded == true && this._sounds[key].locked == false) {
return true;
}
return false;
};
Cache.prototype.isSpriteSheet = /**
* 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.
*/
function (key) {
if(this._images[key]) {
return this._images[key].spriteSheet;
}
};
Cache.prototype.getText = /**
* Get text data by key.
* @param key Asset key of the text data you want.
* @return {object} The text data you want.
*/
function (key) {
if(this._text[key]) {
return this._text[key].data;
}
return null;
};
Cache.prototype.getImageKeys = /**
* Returns an array containing all of the keys of Images in the Cache.
* @return {Array} The string based keys in the Cache.
*/
function () {
var output = [];
for(var item in this._images) {
output.push(item);
}
return output;
};
Cache.prototype.getSoundKeys = /**
* Returns an array containing all of the keys of Sounds in the Cache.
* @return {Array} The string based keys in the Cache.
*/
function () {
var output = [];
for(var item in this._sounds) {
output.push(item);
}
return output;
};
Cache.prototype.getTextKeys = /**
* Returns an array containing all of the keys of Text Files in the Cache.
* @return {Array} The string based keys in the Cache.
*/
function () {
var output = [];
for(var item in this._text) {
output.push(item);
}
return output;
};
Cache.prototype.removeCanvas = function (key) {
delete this._canvases[key];
};
Cache.prototype.removeImage = function (key) {
delete this._images[key];
};
Cache.prototype.removeSound = function (key) {
delete this._sounds[key];
};
Cache.prototype.removeText = function (key) {
delete this._text[key];
};
Cache.prototype.destroy = /**
* Clean up cache memory.
*/
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']];
}
};
return Cache;
})();
Phaser.Cache = Cache;
})(Phaser || (Phaser = {}));