You can now load external Scene files using the new load.sceneFile method. This allows you to dynamically load a Scene into the Scene Manager of your game, and swap to it at will.

This commit is contained in:
Richard Davey 2018-11-29 13:44:51 +00:00
parent 1b28080575
commit 2eb5fb6794
2 changed files with 222 additions and 0 deletions

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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var Class = require('../../utils/Class');
var CONST = require('../const');
var File = require('../File');
var FileTypesManager = require('../FileTypesManager');
var GetFastValue = require('../../utils/object/GetFastValue');
var IsPlainObject = require('../../utils/object/IsPlainObject');
/**
* @typedef {object} Phaser.Loader.FileTypes.SceneFileConfig
*
* @property {string} key - The key of the file. Must be unique within both the Loader and the Text Cache.
* @property {string} [url] - The absolute or relative URL to load the file from.
* @property {string} [extension='txt'] - The default file extension to use if no url is provided.
* @property {XHRSettingsObject} [xhrSettings] - Extra XHR Settings specifically for this file.
*/
/**
* @classdesc
* An external Scene JavaScript File suitable for loading by the Loader.
*
* These are created when you use the Phaser.Loader.LoaderPlugin#sceneFile method and are not typically created directly.
*
* For documentation about what all the arguments and configuration options mean please see Phaser.Loader.LoaderPlugin#sceneFile.
*
* @class SceneFile
* @extends Phaser.Loader.File
* @memberof Phaser.Loader.FileTypes
* @constructor
* @since 3.16.0
*
* @param {Phaser.Loader.LoaderPlugin} loader - A reference to the Loader that is responsible for this file.
* @param {(string|Phaser.Loader.FileTypes.SceneFileConfig)} key - The key to use for this file, or a file configuration object.
* @param {string} [url] - The absolute or relative URL to load this file from. If undefined or `null` it will be set to `<key>.js`, i.e. if `key` was "alien" then the URL will be "alien.js".
* @param {XHRSettingsObject} [xhrSettings] - Extra XHR Settings specifically for this file.
*/
var SceneFile = new Class({
Extends: File,
initialize:
function SceneFile (loader, key, url, xhrSettings)
{
var extension = 'js';
if (IsPlainObject(key))
{
var config = key;
key = GetFastValue(config, 'key');
url = GetFastValue(config, 'url');
xhrSettings = GetFastValue(config, 'xhrSettings');
extension = GetFastValue(config, 'extension', extension);
}
var fileConfig = {
type: 'text',
cache: loader.cacheManager.text,
extension: extension,
responseType: 'text',
key: key,
url: url,
xhrSettings: xhrSettings
};
File.call(this, loader, fileConfig);
},
/**
* Called automatically by Loader.nextFile.
* This method controls what extra work this File does with its loaded data.
*
* @method Phaser.Loader.FileTypes.SceneFile#onProcess
* @since 3.16.0
*/
onProcess: function ()
{
this.state = CONST.FILE_PROCESSING;
this.data = this.xhrLoader.responseText;
this.onProcessComplete();
},
/**
* Adds this file to its target cache upon successful loading and processing.
*
* @method Phaser.Loader.FileTypes.SceneFile#addToCache
* @since 3.16.0
*/
addToCache: function ()
{
var code = this.data.concat('(function(){\n' + 'return new ' + this.key + '();\n' + '}).call(this);');
this.loader.sceneManager.add(this.key, eval(code));
this.complete = true;
}
});
/**
* Adds an external Scene file, or array of Scene files, to the current load queue.
*
* You can call this method from within your Scene's `preload`, along with any other files you wish to load:
*
* ```javascript
* function preload ()
* {
* this.load.sceneFile('Level1', 'src/Level1.js');
* }
* ```
*
* The file is **not** loaded right away. It is added to a queue ready to be loaded either when the loader starts,
* or if it's already running, when the next free load slot becomes available. This happens automatically if you
* are calling this from within the Scene's `preload` method, or a related callback. Because the file is queued
* it means you cannot use the file immediately after calling this method, but must wait for the file to complete.
* The typical flow for a Phaser Scene is that you load assets in the Scene's `preload` method and then when the
* Scene's `create` method is called you are guaranteed that all of those assets are ready for use and have been
* loaded.
*
* The key must be a unique String. It is used to add the file to the global Scene Manager upon a successful load.
*
* For a Scene File it's vitally important that the key matches the class name in the JavaScript file.
*
* For example here is the source file:
*
* ```javascript
* class ExternalScene extends Phaser.Scene {
*
* constructor ()
* {
* super('myScene');
* }
*
* }
* ```
*
* Because the class is called `ExternalScene` that is the exact same key you must use when loading it:
*
* ```javascript
* function preload ()
* {
* this.load.sceneFile('ExternalScene', 'src/yourScene.js');
* }
* ```
*
* The key that is used within the Scene Manager can either be set to the same, or you can override it in the Scene
* constructor, as we've done in the example above, where the Scene key was changed to `myScene`.
*
* The key should be unique both in terms of files being loaded and Scenes already present in the Scene Manager.
* Loading a file using a key that is already taken will result in a warning. If you wish to replace an existing file
* then remove it from the Scene Manager first, before loading a new one.
*
* Instead of passing arguments you can pass a configuration object, such as:
*
* ```javascript
* this.load.sceneFile({
* key: 'Level1',
* url: 'src/Level1.js'
* });
* ```
*
* See the documentation for `Phaser.Loader.FileTypes.SceneFileConfig` for more details.
*
* Once the file has finished loading it will be added to the Scene Manager.
*
* ```javascript
* this.load.sceneFile('Level1', 'src/Level1.js');
* // and later in your game ...
* this.scene.start('Level1');
* ```
*
* If you have specified a prefix in the loader, via `Loader.setPrefix` then this value will be prepended to this files
* key. For example, if the prefix was `WORLD1.` and the key was `Story` the final key will be `WORLD1.Story` and
* this is what you would use to retrieve the text from the Scene Manager.
*
* The URL can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it.
*
* If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is "story"
* and no URL is given then the Loader will set the URL to be "story.js". It will always add `.js` as the extension, although
* this can be overridden if using an object instead of method arguments. If you do not desire this action then provide a URL.
*
* Note: The ability to load this type of file will only be available if the Scene File type has been built into Phaser.
* It is available in the default build but can be excluded from custom builds.
*
* @method Phaser.Loader.LoaderPlugin#sceneFile
* @fires Phaser.Loader.LoaderPlugin#addFileEvent
* @since 3.16.0
*
* @param {(string|Phaser.Loader.FileTypes.SceneFileConfig|Phaser.Loader.FileTypes.SceneFileConfig[])} key - The key to use for this file, or a file configuration object, or array of them.
* @param {string} [url] - The absolute or relative URL to load this file from. If undefined or `null` it will be set to `<key>.js`, i.e. if `key` was "alien" then the URL will be "alien.js".
* @param {XHRSettingsObject} [xhrSettings] - An XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.
*
* @return {Phaser.Loader.LoaderPlugin} The Loader instance.
*/
FileTypesManager.register('sceneFile', function (key, url, xhrSettings)
{
if (Array.isArray(key))
{
for (var i = 0; i < key.length; i++)
{
// If it's an array it has to be an array of Objects, so we get everything out of the 'key' object
this.addFile(new SceneFile(this, key[i]));
}
}
else
{
this.addFile(new SceneFile(this, key, url, xhrSettings));
}
return this;
});
module.exports = SceneFile;

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@ -26,6 +26,7 @@ module.exports = {
MultiAtlasFile: require('./MultiAtlasFile'),
PackFile: require('./PackFile'),
PluginFile: require('./PluginFile'),
SceneFile: require('./SceneFile'),
ScenePluginFile: require('./ScenePluginFile'),
ScriptFile: require('./ScriptFile'),
SpriteSheetFile: require('./SpriteSheetFile'),