2013-08-28 06:02:55 +00:00
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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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2013-09-10 10:09:25 +00:00
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2013-08-28 06:02:55 +00:00
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/**
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* Local reference to Game.
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*/
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2013-09-10 19:40:34 +00:00
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this.game = game;
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2013-08-28 06:02:55 +00:00
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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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2013-09-10 19:40:34 +00:00
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this._canvases = {};
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2013-08-28 06:02:55 +00:00
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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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2013-09-10 19:40:34 +00:00
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this._images = {};
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2013-08-28 06:02:55 +00:00
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2013-09-11 01:57:36 +00:00
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/**
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* RenderTexture key-value container.
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* @type {object}
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*/
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this._textures = {};
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2013-08-28 06:02:55 +00:00
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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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2013-09-10 19:40:34 +00:00
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this._sounds = {};
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2013-08-28 06:02:55 +00:00
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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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2013-09-10 19:40:34 +00:00
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this._text = {};
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this.addDefaultImage();
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2013-09-11 10:33:27 +00:00
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this.onSoundUnlock = new Phaser.Signal;
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2013-09-10 19:40:34 +00:00
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};
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Phaser.Cache.prototype = {
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2013-08-28 06:02:55 +00:00
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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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2013-09-11 01:57:36 +00:00
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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 {RenderTexture} A RenderTexture.
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*/
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addRenderTexture: function (key, texture) {
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var frame = new Phaser.Animation.Frame(0, 0, texture.width, texture.height, '', '');
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this._textures[key] = { texture: texture, frame: frame };
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},
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2013-08-28 06:02:55 +00:00
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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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2013-08-30 00:50:17 +00:00
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PIXI.BaseTextureCache[key] = new PIXI.BaseTexture(data);
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2013-08-30 03:20:14 +00:00
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PIXI.TextureCache[key] = new PIXI.Texture(PIXI.BaseTextureCache[key]);
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2013-08-30 00:50:17 +00:00
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2013-08-30 01:18:00 +00:00
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this._images[key].frameData = Phaser.Animation.Parser.spriteSheet(this.game, key, frameWidth, frameHeight, frameMax);
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2013-08-28 06:02:55 +00:00
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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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2013-08-30 00:50:17 +00:00
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PIXI.BaseTextureCache[key] = new PIXI.BaseTexture(data);
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2013-08-30 03:20:14 +00:00
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PIXI.TextureCache[key] = new PIXI.Texture(PIXI.BaseTextureCache[key]);
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2013-08-30 00:50:17 +00:00
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2013-08-28 06:02:55 +00:00
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if (format == Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY)
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{
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2013-08-30 00:50:17 +00:00
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this._images[key].frameData = Phaser.Animation.Parser.JSONData(this.game, atlasData, key);
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2013-08-28 06:02:55 +00:00
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}
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2013-08-29 21:53:55 +00:00
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else if (format == Phaser.Loader.TEXTURE_ATLAS_JSON_HASH)
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{
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2013-08-30 00:50:17 +00:00
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this._images[key].frameData = Phaser.Animation.Parser.JSONDataHash(this.game, atlasData, key);
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2013-08-29 21:53:55 +00:00
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}
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2013-08-28 06:02:55 +00:00
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else if (format == Phaser.Loader.TEXTURE_ATLAS_XML_STARLING)
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{
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2013-08-30 00:50:17 +00:00
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this._images[key].frameData = Phaser.Animation.Parser.XMLData(this.game, atlasData, key);
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2013-08-28 06:02:55 +00:00
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}
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},
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2013-09-10 22:51:35 +00:00
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/**
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* Add a new Bitmap Font.
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* @param key {string} Asset key for the font texture.
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* @param url {string} URL of this font xml file.
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* @param data {object} Extra font data.
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* @param xmlData {object} Texture atlas frames data.
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*/
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addBitmapFont: function (key, url, data, xmlData) {
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this._images[key] = { url: url, data: data, spriteSheet: true };
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PIXI.BaseTextureCache[key] = new PIXI.BaseTexture(data);
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PIXI.TextureCache[key] = new PIXI.Texture(PIXI.BaseTextureCache[key]);
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Phaser.Loader.Parser.bitmapFont(this.game, xmlData, key);
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// this._images[key].frameData = Phaser.Animation.Parser.XMLData(this.game, xmlData, key);
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},
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2013-09-10 10:09:25 +00:00
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/**
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* Adds a default image to be used when a key is wrong / missing.
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* Is mapped to the key __default
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*/
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addDefaultImage: function () {
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this._images['__default'] = { url: null, data: null, spriteSheet: false };
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this._images['__default'].frame = new Phaser.Animation.Frame(0, 0, 32, 32, '', '');
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var base = new PIXI.BaseTexture();
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base.width = 32;
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base.height = 32;
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base.hasLoaded = true; // avoids a hanging event listener
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PIXI.BaseTextureCache['__default'] = base;
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PIXI.TextureCache['__default'] = new PIXI.Texture(base);
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},
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2013-08-28 06:02:55 +00:00
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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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2013-09-03 16:07:05 +00:00
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this._images[key].frame = new Phaser.Animation.Frame(0, 0, data.width, data.height, '', '');
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2013-08-28 06:02:55 +00:00
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2013-08-30 00:50:17 +00:00
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PIXI.BaseTextureCache[key] = new PIXI.BaseTexture(data);
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2013-08-30 03:20:14 +00:00
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PIXI.TextureCache[key] = new PIXI.Texture(PIXI.BaseTextureCache[key]);
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2013-08-30 00:50:17 +00:00
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2013-08-28 06:02:55 +00:00
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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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2013-09-03 16:07:05 +00:00
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webAudio = webAudio || true;
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audioTag = audioTag || false;
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2013-08-28 06:02:55 +00:00
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var locked = this.game.sound.touchLocked;
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var decoded = false;
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2013-09-11 01:57:36 +00:00
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if (audioTag)
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{
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2013-08-28 06:02:55 +00:00
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decoded = true;
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}
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2013-09-10 15:46:39 +00:00
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this._sounds[key] = { url: url, data: data, isDecoding: false, decoded: decoded, webAudio: webAudio, audioTag: audioTag };
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2013-08-28 06:02:55 +00:00
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},
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reloadSound: function (key) {
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var _this = this;
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2013-09-11 01:57:36 +00:00
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if (this._sounds[key])
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{
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2013-08-28 06:02:55 +00:00
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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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2013-09-11 01:57:36 +00:00
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if (this._sounds[key])
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{
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2013-08-28 06:02:55 +00:00
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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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2013-09-11 01:57:36 +00:00
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if (this._sounds[key])
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{
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2013-08-28 06:02:55 +00:00
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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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2013-09-11 01:57:36 +00:00
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if (this._canvases[key])
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{
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2013-08-28 06:02:55 +00:00
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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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2013-09-10 10:09:25 +00:00
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/**
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* Checks if an image key exists.
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* @param key Asset key of the image you want.
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* @return {boolean} True if the key exists, otherwise false.
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*/
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checkImageKey: function (key) {
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if (this._images[key])
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{
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return true;
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}
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return false;
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},
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2013-08-28 06:02:55 +00:00
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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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2013-09-11 01:57:36 +00:00
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if (this._images[key])
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{
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2013-08-28 06:02:55 +00:00
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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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2013-09-11 01:57:36 +00:00
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if (this._images[key] && this._images[key].frameData)
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{
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2013-08-28 06:02:55 +00:00
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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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2013-09-03 16:07:05 +00:00
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/**
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* 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 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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getFrame: function (key) {
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if (this._images[key] && this._images[key].spriteSheet == false)
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{
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return this._images[key].frame;
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}
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return null;
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},
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|
2013-09-11 01:57:36 +00:00
|
|
|
/**
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|
|
|
* 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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|
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|
* @param 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.
|
|
|
|
* @param 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;
|
|
|
|
|
|
|
|
},
|
|
|
|
|
2013-08-28 06:02:55 +00:00
|
|
|
/**
|
|
|
|
* Get sound by key.
|
|
|
|
* @param key Asset key of the sound you want.
|
|
|
|
* @return {object} The sound you want.
|
|
|
|
*/
|
|
|
|
getSound: function (key) {
|
|
|
|
|
2013-09-11 01:57:36 +00:00
|
|
|
if (this._sounds[key])
|
|
|
|
{
|
2013-08-28 06:02:55 +00:00
|
|
|
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) {
|
|
|
|
|
2013-09-11 01:57:36 +00:00
|
|
|
if (this._sounds[key])
|
|
|
|
{
|
2013-08-28 06:02:55 +00:00
|
|
|
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) {
|
|
|
|
|
2013-09-11 01:57:36 +00:00
|
|
|
if (this._sounds[key])
|
|
|
|
{
|
2013-08-28 06:02:55 +00:00
|
|
|
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) {
|
2013-09-10 15:46:39 +00:00
|
|
|
|
|
|
|
return (this._sounds[key] && this._sounds[key].decoded && this.game.sound.touchLocked == false);
|
|
|
|
|
2013-08-28 06:02:55 +00:00
|
|
|
},
|
|
|
|
|
|
|
|
/**
|
|
|
|
* 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) {
|
|
|
|
|
2013-09-11 01:57:36 +00:00
|
|
|
if (this._images[key])
|
|
|
|
{
|
2013-08-28 06:02:55 +00:00
|
|
|
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) {
|
|
|
|
|
2013-09-11 01:57:36 +00:00
|
|
|
if (this._text[key])
|
|
|
|
{
|
2013-08-28 06:02:55 +00:00
|
|
|
return this._text[key].data;
|
|
|
|
}
|
|
|
|
|
|
|
|
return null;
|
|
|
|
|
|
|
|
},
|
|
|
|
|
|
|
|
getKeys: function (array) {
|
|
|
|
|
|
|
|
var output = [];
|
|
|
|
|
2013-09-10 11:46:14 +00:00
|
|
|
for (var item in array)
|
|
|
|
{
|
|
|
|
if (item !== '__default')
|
|
|
|
{
|
|
|
|
output.push(item);
|
|
|
|
}
|
2013-08-28 06:02:55 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
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 () {
|
|
|
|
|
2013-09-11 01:57:36 +00:00
|
|
|
for (var item in this._canvases)
|
|
|
|
{
|
2013-08-28 06:02:55 +00:00
|
|
|
delete this._canvases[item['key']];
|
|
|
|
}
|
|
|
|
|
2013-09-11 01:57:36 +00:00
|
|
|
for (var item in this._images)
|
|
|
|
{
|
2013-08-28 06:02:55 +00:00
|
|
|
delete this._images[item['key']];
|
|
|
|
}
|
|
|
|
|
2013-09-11 01:57:36 +00:00
|
|
|
for (var item in this._sounds)
|
|
|
|
{
|
2013-08-28 06:02:55 +00:00
|
|
|
delete this._sounds[item['key']];
|
|
|
|
}
|
|
|
|
|
2013-09-11 01:57:36 +00:00
|
|
|
for (var item in this._text)
|
|
|
|
{
|
2013-08-28 06:02:55 +00:00
|
|
|
delete this._text[item['key']];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
};
|