mirror of
https://github.com/photonstorm/phaser
synced 2024-11-24 05:33:35 +00:00
some cleaning up and documentation polish
This commit is contained in:
parent
cbd7265bee
commit
4a19aca212
3 changed files with 169 additions and 178 deletions
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@ -147,9 +147,7 @@ Phaser.AnimationParser = {
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/**
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* Parse the JSON data and extract the animation frame data from it.
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*
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<<<<<<< HEAD
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=======
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* @method Phaser.AnimationParser.JSONData
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* @method Phaser.AnimationParser.JSONDataPyxel
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* @param {Phaser.Game} game - A reference to the currently running game.
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* @param {object} json - The JSON data from the Texture Atlas. Must be in Pyxel JSON format.
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* @return {Phaser.FrameData} A FrameData object containing the parsed frames.
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@ -205,7 +203,6 @@ Phaser.AnimationParser = {
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/**
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* Parse the JSON data and extract the animation frame data from it.
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*
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>>>>>>> 247064f... fixed some typos and explicitly setTrim to false
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* @method Phaser.AnimationParser.JSONDataHash
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* @param {Phaser.Game} game - A reference to the currently running game.
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* @param {object} json - The JSON data from the Texture Atlas. Must be in JSON Hash format.
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@ -296,7 +293,7 @@ Phaser.AnimationParser = {
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for (var i = 0; i < frames.length; i++)
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{
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frame = frames[i].attributes;
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name = frame.name.value;
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x = parseInt(frame.x.value, 10);
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y = parseInt(frame.y.value, 10);
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@ -6,12 +6,12 @@
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/**
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* Phaser has one single cache in which it stores all assets.
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*
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*
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* The cache is split up into sections, such as images, sounds, video, json, etc. All assets are stored using
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* a unique string-based key as their identifier. Assets stored in different areas of the cache can have the
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* same key, for example 'playerWalking' could be used as the key for both a sprite sheet and an audio file,
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* because they are unique data types.
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*
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*
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* The cache is automatically populated by the Phaser.Loader. When you use the loader to pull in external assets
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* such as images they are automatically placed into their respective cache. Most common Game Objects, such as
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* Sprites and Videos automatically query the cache to extract the assets they need on instantiation.
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@ -604,13 +604,10 @@ Phaser.Cache.prototype = {
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{
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obj.frameData = Phaser.AnimationParser.XMLData(this.game, atlasData, key);
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}
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<<<<<<< HEAD
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=======
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else if (format === Phaser.Loader.TEXTURE_ATLAS_JSON_PYXEL)
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{
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obj.frameData = Phaser.AnimationParser.JSONDataPyxel(this.game, atlasData, key);
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}
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>>>>>>> 247064f... fixed some typos and explicitly setTrim to false
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else
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{
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// Let's just work it out from the frames array
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@ -993,7 +990,7 @@ Phaser.Cache.prototype = {
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/**
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* Get an item from a cache based on the given key and property.
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*
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*
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* This method is mostly used internally by other Cache methods such as `getImage` but is exposed
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* publicly for your own use as well.
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*
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@ -1024,16 +1021,16 @@ Phaser.Cache.prototype = {
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return this._cacheMap[cache][key][property];
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}
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}
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return null;
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},
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/**
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* Gets a Canvas object from the cache.
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*
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*
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* The object is looked-up based on the key given.
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*
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*
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* Note: If the object cannot be found a `console.warn` message is displayed.
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*
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* @method Phaser.Cache#getCanvas
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@ -1048,13 +1045,13 @@ Phaser.Cache.prototype = {
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/**
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* Gets a Image object from the cache. This returns a DOM Image object, not a Phaser.Image object.
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*
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*
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* The object is looked-up based on the key given.
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*
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*
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* Note: If the object cannot be found a `console.warn` message is displayed.
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*
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*
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* Only the Image cache is searched, which covers images loaded via Loader.image, Sprite Sheets and Texture Atlases.
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*
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*
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* If you need the image used by a bitmap font or similar then please use those respective 'get' methods.
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*
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* @method Phaser.Cache#getImage
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@ -1091,7 +1088,7 @@ Phaser.Cache.prototype = {
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/**
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* Get a single texture frame by key.
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*
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*
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* 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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* @method Phaser.Cache#getTextureFrame
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@ -1106,9 +1103,9 @@ Phaser.Cache.prototype = {
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/**
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* Gets a Phaser.Sound object from the cache.
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*
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*
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* The object is looked-up based on the key given.
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*
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*
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* Note: If the object cannot be found a `console.warn` message is displayed.
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*
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* @method Phaser.Cache#getSound
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@ -1123,9 +1120,9 @@ Phaser.Cache.prototype = {
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/**
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* Gets a raw Sound data object from the cache.
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*
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*
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* The object is looked-up based on the key given.
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*
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*
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* Note: If the object cannot be found a `console.warn` message is displayed.
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*
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* @method Phaser.Cache#getSoundData
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@ -1140,9 +1137,9 @@ Phaser.Cache.prototype = {
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/**
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* Gets a Text object from the cache.
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*
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*
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* The object is looked-up based on the key given.
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*
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*
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* Note: If the object cannot be found a `console.warn` message is displayed.
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*
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* @method Phaser.Cache#getText
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@ -1157,11 +1154,11 @@ Phaser.Cache.prototype = {
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/**
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* Gets a Physics Data object from the cache.
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*
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*
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* The object is looked-up based on the key given.
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*
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*
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* Note: If the object cannot be found a `console.warn` message is displayed.
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*
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*
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* You can get either the entire data set, a single object or a single fixture of an object from it.
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*
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* @method Phaser.Cache#getPhysicsData
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@ -1219,9 +1216,9 @@ Phaser.Cache.prototype = {
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/**
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* Gets a raw Tilemap data object from the cache. This will be in either CSV or JSON format.
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*
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*
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* The object is looked-up based on the key given.
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*
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*
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* Note: If the object cannot be found a `console.warn` message is displayed.
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*
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* @method Phaser.Cache#getTilemapData
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@ -1236,9 +1233,9 @@ Phaser.Cache.prototype = {
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/**
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* Gets a binary object from the cache.
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*
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*
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* The object is looked-up based on the key given.
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*
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*
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* Note: If the object cannot be found a `console.warn` message is displayed.
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*
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* @method Phaser.Cache#getBinary
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@ -1253,9 +1250,9 @@ Phaser.Cache.prototype = {
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/**
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* Gets a BitmapData object from the cache.
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*
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*
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* The object is looked-up based on the key given.
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*
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*
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* Note: If the object cannot be found a `console.warn` message is displayed.
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*
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* @method Phaser.Cache#getBitmapData
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@ -1270,9 +1267,9 @@ Phaser.Cache.prototype = {
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/**
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* Gets a Bitmap Font object from the cache.
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*
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*
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* The object is looked-up based on the key given.
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*
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*
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* Note: If the object cannot be found a `console.warn` message is displayed.
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*
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* @method Phaser.Cache#getBitmapFont
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@ -1287,11 +1284,11 @@ Phaser.Cache.prototype = {
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/**
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* Gets a JSON object from the cache.
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*
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*
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* The object is looked-up based on the key given.
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*
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*
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* Note: If the object cannot be found a `console.warn` message is displayed.
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*
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*
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* You can either return the object by reference (the default), or return a clone
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* of it by setting the `clone` argument to `true`.
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*
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@ -1324,9 +1321,9 @@ Phaser.Cache.prototype = {
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/**
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* Gets an XML object from the cache.
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*
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*
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* The object is looked-up based on the key given.
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*
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*
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* Note: If the object cannot be found a `console.warn` message is displayed.
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*
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* @method Phaser.Cache#getXML
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@ -1341,9 +1338,9 @@ Phaser.Cache.prototype = {
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/**
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* Gets a Phaser.Video object from the cache.
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*
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*
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* The object is looked-up based on the key given.
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*
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*
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* Note: If the object cannot be found a `console.warn` message is displayed.
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*
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* @method Phaser.Cache#getVideo
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@ -1358,9 +1355,9 @@ Phaser.Cache.prototype = {
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/**
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* Gets a fragment shader object from the cache.
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*
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*
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* The object is looked-up based on the key given.
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*
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*
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* Note: If the object cannot be found a `console.warn` message is displayed.
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*
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* @method Phaser.Cache#getShader
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@ -1375,9 +1372,9 @@ Phaser.Cache.prototype = {
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/**
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* Gets a RenderTexture object from the cache.
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*
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*
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* The object is looked-up based on the key given.
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*
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*
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* Note: If the object cannot be found a `console.warn` message is displayed.
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*
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* @method Phaser.Cache#getRenderTexture
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@ -1451,9 +1448,9 @@ Phaser.Cache.prototype = {
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/**
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* Gets a Phaser.FrameData object from the Image Cache.
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*
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*
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* The object is looked-up based on the key given.
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*
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*
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* Note: If the object cannot be found a `console.warn` message is displayed.
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*
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* @method Phaser.Cache#getFrameData
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@ -1587,7 +1584,7 @@ Phaser.Cache.prototype = {
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/**
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* Gets a PIXI.BaseTexture by key from the PIXI.BaseTextureCache.
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*
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*
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* If the texture isn't found in the cache, then it searches the Phaser Image Cache.
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*
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* @method Phaser.Cache#getPixiBaseTexture
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@ -1691,7 +1688,7 @@ Phaser.Cache.prototype = {
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/**
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* Removes an image from the cache.
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*
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*
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* You can optionally elect to destroy it as well. This calls BaseTexture.destroy on it.
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*
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* Note that this only removes it from the Phaser and PIXI Caches. If you still have references to the data elsewhere
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@ -84,18 +84,18 @@ Phaser.Loader = function (game) {
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/**
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* The value of `path`, if set, is placed before any _relative_ file path given. For example:
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*
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*
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* `load.path = "images/sprites/";
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* load.image("ball", "ball.png");
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* load.image("tree", "level1/oaktree.png");
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* load.image("boom", "http://server.com/explode.png");`
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*
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* Would load the `ball` file from `images/sprites/ball.png` and the tree from
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* `images/sprites/level1/oaktree.png` but the file `boom` would load from the URL
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* Would load the `ball` file from `images/sprites/ball.png` and the tree from
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* `images/sprites/level1/oaktree.png` but the file `boom` would load from the URL
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* given as it's an absolute URL.
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*
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* Please note that the path is added before the filename but *after* the baseURL (if set.)
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*
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*
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* The string _must_ end with a "/".
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*
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* @property {string} path
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@ -146,11 +146,11 @@ Phaser.Loader = function (game) {
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* progress, file key, success?, total loaded files, total files
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*
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* Where progress is a number between 1 and 100 (inclusive) representing the percentage of the load.
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*
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*
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* @property {Phaser.Signal} onFileComplete
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*/
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this.onFileComplete = new Phaser.Signal();
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/**
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* This event is dispatched when a file (or pack) errors as a result of the load request.
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*
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@ -257,7 +257,7 @@ Phaser.Loader = function (game) {
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* @private
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*/
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this._totalFileCount = 0;
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/**
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* Total packs loaded - adjusted just prior to `onPackComplete`.
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* @property {integer} _loadedPackCount
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@ -296,15 +296,12 @@ Phaser.Loader.TEXTURE_ATLAS_XML_STARLING = 2;
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* @constant
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* @type {number}
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*/
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<<<<<<< HEAD
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=======
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Phaser.Loader.TEXTURE_ATLAS_JSON_PYXEL = 3;
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/**
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* @constant
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* @type {number}
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*/
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>>>>>>> 247064f... fixed some typos and explicitly setTrim to false
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Phaser.Loader.PHYSICS_LIME_CORONA_JSON = 3;
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/**
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@ -508,7 +505,7 @@ Phaser.Loader.prototype = {
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addToFileList: function (type, key, url, properties, overwrite, extension) {
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if (overwrite === undefined) { overwrite = false; }
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if (key === undefined || key === '')
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{
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console.warn("Phaser.Loader: Invalid or no key given of type " + type);
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@ -549,7 +546,7 @@ Phaser.Loader.prototype = {
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}
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var fileIndex = this.getAssetIndex(type, key);
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if (overwrite && fileIndex > -1)
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{
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var currentFile = this._fileList[fileIndex];
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@ -597,10 +594,10 @@ Phaser.Loader.prototype = {
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* Please see the example 'loader/asset pack' in the Phaser Examples repository.
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*
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* Packs are always put before the first non-pack file that is not loaded / loading.
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*
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*
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* This means that all packs added before any loading has started are added to the front
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* of the file queue, in the order added.
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*
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*
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* The key must be a unique String. It is used to add the file to the Phaser.Cache upon successful load.
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*
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* The URL of the packfile can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it.
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@ -645,13 +642,13 @@ Phaser.Loader.prototype = {
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{
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data = JSON.parse(data);
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}
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pack.data = data || {};
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// Already consider 'loaded'
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pack.loaded = true;
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}
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// Add before first non-pack/no-loaded ~ last pack from start prior to loading
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// (Read one past for splice-to-end)
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for (var i = 0; i < this._fileList.length + 1; i++)
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@ -672,17 +669,17 @@ Phaser.Loader.prototype = {
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/**
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* Adds an Image to the current load queue.
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*
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*
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* The file is **not** loaded immediately after calling this method. The file is added to the queue ready to be loaded when the loader starts.
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*
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*
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* Phaser can load all common image types: png, jpg, gif and any other format the browser can natively handle.
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*
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*
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* The key must be a unique String. It is used to add the file to the Phaser.Cache upon successful load.
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*
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* Retrieve the image via `Cache.getImage(key)`
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*
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*
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* The URL can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it.
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*
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*
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* If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is "alien"
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* and no URL is given then the Loader will set the URL to be "alien.png". It will always add `.png` as the extension.
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* If you do not desire this action then provide a URL.
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@ -703,17 +700,17 @@ Phaser.Loader.prototype = {
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* Adds an array of images to the current load queue.
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*
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* It works by passing each element of the array to the Loader.image method.
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*
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*
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* The files are **not** loaded immediately after calling this method. The files are added to the queue ready to be loaded when the loader starts.
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*
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*
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* Phaser can load all common image types: png, jpg, gif and any other format the browser can natively handle.
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*
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*
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* The keys must be unique Strings. They are used to add the files to the Phaser.Cache upon successful load.
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*
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* Retrieve the images via `Cache.getImage(key)`
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*
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*
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* The URL can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it.
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*
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*
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* If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is "alien"
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* and no URL is given then the Loader will set the URL to be "alien.png". It will always add `.png` as the extension.
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* If you do not desire this action then provide a URL.
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@ -746,15 +743,15 @@ Phaser.Loader.prototype = {
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/**
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* Adds a Text file to the current load queue.
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*
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*
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* The file is **not** loaded immediately after calling this method. The file is added to the queue ready to be loaded when the loader starts.
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*
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*
|
||||
* The key must be a unique String. It is used to add the file to the Phaser.Cache upon successful load.
|
||||
*
|
||||
* Retrieve the file via `Cache.getText(key)`
|
||||
*
|
||||
*
|
||||
* 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 "alien"
|
||||
* and no URL is given then the Loader will set the URL to be "alien.txt". It will always add `.txt` as the extension.
|
||||
* If you do not desire this action then provide a URL.
|
||||
|
@ -773,16 +770,16 @@ Phaser.Loader.prototype = {
|
|||
|
||||
/**
|
||||
* Adds a JSON file to the current load queue.
|
||||
*
|
||||
*
|
||||
* The file is **not** loaded immediately after calling this method. The file is added to the queue ready to be loaded when the loader starts.
|
||||
*
|
||||
*
|
||||
* The key must be a unique String. It is used to add the file to the Phaser.Cache upon successful load.
|
||||
*
|
||||
* Retrieve the file via `Cache.getJSON(key)`. JSON files are automatically parsed upon load.
|
||||
* If you need to control when the JSON is parsed then use `Loader.text` instead and parse the text file as needed.
|
||||
*
|
||||
*
|
||||
* 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 "alien"
|
||||
* and no URL is given then the Loader will set the URL to be "alien.json". It will always add `.json` as the extension.
|
||||
* If you do not desire this action then provide a URL.
|
||||
|
@ -801,15 +798,15 @@ Phaser.Loader.prototype = {
|
|||
|
||||
/**
|
||||
* Adds a fragment shader file to the current load queue.
|
||||
*
|
||||
*
|
||||
* The file is **not** loaded immediately after calling this method. The file is added to the queue ready to be loaded when the loader starts.
|
||||
*
|
||||
*
|
||||
* The key must be a unique String. It is used to add the file to the Phaser.Cache upon successful load.
|
||||
*
|
||||
* Retrieve the file via `Cache.getShader(key)`.
|
||||
*
|
||||
*
|
||||
* 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 "blur"
|
||||
* and no URL is given then the Loader will set the URL to be "blur.frag". It will always add `.frag` as the extension.
|
||||
* If you do not desire this action then provide a URL.
|
||||
|
@ -828,15 +825,15 @@ Phaser.Loader.prototype = {
|
|||
|
||||
/**
|
||||
* Adds an XML file to the current load queue.
|
||||
*
|
||||
*
|
||||
* The file is **not** loaded immediately after calling this method. The file is added to the queue ready to be loaded when the loader starts.
|
||||
*
|
||||
*
|
||||
* The key must be a unique String. It is used to add the file to the Phaser.Cache upon successful load.
|
||||
*
|
||||
* Retrieve the file via `Cache.getXML(key)`.
|
||||
*
|
||||
*
|
||||
* 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 "alien"
|
||||
* and no URL is given then the Loader will set the URL to be "alien.xml". It will always add `.xml` as the extension.
|
||||
* If you do not desire this action then provide a URL.
|
||||
|
@ -855,13 +852,13 @@ Phaser.Loader.prototype = {
|
|||
|
||||
/**
|
||||
* Adds a JavaScript file to the current load queue.
|
||||
*
|
||||
*
|
||||
* The file is **not** loaded immediately after calling this method. The file is added to the queue ready to be loaded when the loader starts.
|
||||
*
|
||||
*
|
||||
* The key must be a unique String.
|
||||
*
|
||||
*
|
||||
* 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 "alien"
|
||||
* and no URL is given then the Loader will set the URL to be "alien.js". It will always add `.js` as the extension.
|
||||
* If you do not desire this action then provide a URL.
|
||||
|
@ -890,15 +887,15 @@ Phaser.Loader.prototype = {
|
|||
|
||||
/**
|
||||
* Adds a binary file to the current load queue.
|
||||
*
|
||||
*
|
||||
* The file is **not** loaded immediately after calling this method. The file is added to the queue ready to be loaded when the loader starts.
|
||||
*
|
||||
*
|
||||
* The key must be a unique String. It is used to add the file to the Phaser.Cache upon successful load.
|
||||
*
|
||||
* Retrieve the file via `Cache.getBinary(key)`.
|
||||
*
|
||||
*
|
||||
* 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 "alien"
|
||||
* and no URL is given then the Loader will set the URL to be "alien.bin". It will always add `.bin` as the extension.
|
||||
* If you do not desire this action then provide a URL.
|
||||
|
@ -928,22 +925,22 @@ Phaser.Loader.prototype = {
|
|||
|
||||
/**
|
||||
* Adds a Sprite Sheet to the current load queue.
|
||||
*
|
||||
*
|
||||
* The file is **not** loaded immediately after calling this method. The file is added to the queue ready to be loaded when the loader starts.
|
||||
*
|
||||
* To clarify the terminology that Phaser uses: A Sprite Sheet is an image containing frames, usually of an animation, that are all equal
|
||||
* dimensions and often in sequence. For example if the frame size is 32x32 then every frame in the sprite sheet will be that size.
|
||||
* dimensions and often in sequence. For example if the frame size is 32x32 then every frame in the sprite sheet will be that size.
|
||||
* Sometimes (outside of Phaser) the term "sprite sheet" is used to refer to a texture atlas.
|
||||
* A Texture Atlas works by packing together images as best it can, using whatever frame sizes it likes, often with cropping and trimming
|
||||
* the frames in the process. Software such as Texture Packer, Flash CC or Shoebox all generate texture atlases, not sprite sheets.
|
||||
* If you've got an atlas then use `Loader.atlas` instead.
|
||||
*
|
||||
*
|
||||
* The key must be a unique String. It is used to add the image to the Phaser.Cache upon successful load.
|
||||
*
|
||||
* Retrieve the file via `Cache.getImage(key)`. Sprite sheets, being image based, live in the same Cache as all other Images.
|
||||
*
|
||||
*
|
||||
* 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 "alien"
|
||||
* and no URL is given then the Loader will set the URL to be "alien.png". It will always add `.png` as the extension.
|
||||
* If you do not desire this action then provide a URL.
|
||||
|
@ -970,13 +967,13 @@ Phaser.Loader.prototype = {
|
|||
|
||||
/**
|
||||
* Adds an audio file to the current load queue.
|
||||
*
|
||||
*
|
||||
* The file is **not** loaded immediately after calling this method. The file is added to the queue ready to be loaded when the loader starts.
|
||||
*
|
||||
*
|
||||
* The key must be a unique String. It is used to add the file to the Phaser.Cache upon successful load.
|
||||
*
|
||||
* Retrieve the file via `Cache.getSound(key)`.
|
||||
*
|
||||
*
|
||||
* The URL can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it.
|
||||
*
|
||||
* Mobile warning: There are some mobile devices (certain iPad 2 and iPad Mini revisions) that cannot play 48000 Hz audio.
|
||||
|
@ -1013,17 +1010,17 @@ Phaser.Loader.prototype = {
|
|||
|
||||
/**
|
||||
* Adds an audio sprite file to the current load queue.
|
||||
*
|
||||
*
|
||||
* The file is **not** loaded immediately after calling this method. The file is added to the queue ready to be loaded when the loader starts.
|
||||
*
|
||||
*
|
||||
* The key must be a unique String. It is used to add the file to the Phaser.Cache upon successful load.
|
||||
*
|
||||
* Audio Sprites are a combination of audio files and a JSON configuration.
|
||||
*
|
||||
*
|
||||
* The JSON follows the format of that created by https://github.com/tonistiigi/audiosprite
|
||||
*
|
||||
*
|
||||
* Retrieve the file via `Cache.getSoundData(key)`.
|
||||
*
|
||||
*
|
||||
* The URL can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it.
|
||||
*
|
||||
* @method Phaser.Loader#audiosprite
|
||||
|
@ -1073,13 +1070,13 @@ Phaser.Loader.prototype = {
|
|||
|
||||
/**
|
||||
* Adds a video file to the current load queue.
|
||||
*
|
||||
*
|
||||
* The file is **not** loaded immediately after calling this method. The file is added to the queue ready to be loaded when the loader starts.
|
||||
*
|
||||
*
|
||||
* The key must be a unique String. It is used to add the file to the Phaser.Cache upon successful load.
|
||||
*
|
||||
* Retrieve the file via `Cache.getVideo(key)`.
|
||||
*
|
||||
*
|
||||
* The URL can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it.
|
||||
*
|
||||
* You don't need to preload a video in order to play it in your game. See `Video.createVideoFromURL` for details.
|
||||
|
@ -1131,20 +1128,20 @@ Phaser.Loader.prototype = {
|
|||
* You can choose to either load the data externally, by providing a URL to a json file.
|
||||
* Or you can pass in a JSON object or String via the `data` parameter.
|
||||
* If you pass a String the data is automatically run through `JSON.parse` and then immediately added to the Phaser.Cache.
|
||||
*
|
||||
*
|
||||
* If a URL is provided the file is **not** loaded immediately after calling this method, but is added to the load queue.
|
||||
*
|
||||
*
|
||||
* The key must be a unique String. It is used to add the file to the Phaser.Cache upon successful load.
|
||||
*
|
||||
*
|
||||
* Retrieve the file via `Cache.getTilemapData(key)`. JSON files are automatically parsed upon load.
|
||||
* If you need to control when the JSON is parsed then use `Loader.text` instead and parse the text file as needed.
|
||||
*
|
||||
*
|
||||
* 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 and no data is given then the Loader will take the key and create a filename from that.
|
||||
* For example if the key is "level1" and no URL or data is given then the Loader will set the URL to be "level1.json".
|
||||
* If you set the format to be Tilemap.CSV it will set the URL to be "level1.csv" instead.
|
||||
*
|
||||
*
|
||||
* If you do not desire this action then provide a URL or data object.
|
||||
*
|
||||
* @method Phaser.Loader#tilemap
|
||||
|
@ -1206,24 +1203,24 @@ Phaser.Loader.prototype = {
|
|||
* Adds a physics data file to the current load queue.
|
||||
*
|
||||
* The data must be in `Lime + Corona` JSON format. [Physics Editor](https://www.codeandweb.com) by code'n'web exports in this format natively.
|
||||
*
|
||||
*
|
||||
* You can choose to either load the data externally, by providing a URL to a json file.
|
||||
* Or you can pass in a JSON object or String via the `data` parameter.
|
||||
* If you pass a String the data is automatically run through `JSON.parse` and then immediately added to the Phaser.Cache.
|
||||
*
|
||||
*
|
||||
* If a URL is provided the file is **not** loaded immediately after calling this method, but is added to the load queue.
|
||||
*
|
||||
*
|
||||
* The key must be a unique String. It is used to add the file to the Phaser.Cache upon successful load.
|
||||
*
|
||||
* Retrieve the file via `Cache.getJSON(key)`. JSON files are automatically parsed upon load.
|
||||
* If you need to control when the JSON is parsed then use `Loader.text` instead and parse the text file as needed.
|
||||
*
|
||||
*
|
||||
* 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 and no data is given then the Loader will take the key and create a filename from that.
|
||||
* For example if the key is "alien" and no URL or data is given then the Loader will set the URL to be "alien.json".
|
||||
* It will always use `.json` as the extension.
|
||||
*
|
||||
*
|
||||
* If you do not desire this action then provide a URL or data object.
|
||||
*
|
||||
* @method Phaser.Loader#physics
|
||||
|
@ -1265,7 +1262,7 @@ Phaser.Loader.prototype = {
|
|||
|
||||
/**
|
||||
* Adds Bitmap Font files to the current load queue.
|
||||
*
|
||||
*
|
||||
* To create the Bitmap Font files you can use:
|
||||
*
|
||||
* BMFont (Windows, free): http://www.angelcode.com/products/bmfont/
|
||||
|
@ -1275,21 +1272,21 @@ Phaser.Loader.prototype = {
|
|||
* You can choose to either load the data externally, by providing a URL to an xml file.
|
||||
* Or you can pass in an XML object or String via the `xmlData` parameter.
|
||||
* If you pass a String the data is automatically run through `Loader.parseXML` and then immediately added to the Phaser.Cache.
|
||||
*
|
||||
*
|
||||
* If URLs are provided the files are **not** loaded immediately after calling this method, but are added to the load queue.
|
||||
*
|
||||
*
|
||||
* The key must be a unique String. It is used to add the file to the Phaser.Cache upon successful load.
|
||||
*
|
||||
*
|
||||
* Retrieve the file via `Cache.getBitmapFont(key)`. XML files are automatically parsed upon load.
|
||||
* If you need to control when the XML is parsed then use `Loader.text` instead and parse the XML file as needed.
|
||||
*
|
||||
*
|
||||
* The URLs can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it.
|
||||
*
|
||||
*
|
||||
* If the textureURL isn't specified then the Loader will take the key and create a filename from that.
|
||||
* For example if the key is "megaFont" and textureURL is null then the Loader will set the URL to be "megaFont.png".
|
||||
* The same is true for the atlasURL. If atlasURL isn't specified and no atlasData has been provided then the Loader will
|
||||
* set the atlasURL to be the key. For example if the key is "megaFont" the atlasURL will be set to "megaFont.xml".
|
||||
*
|
||||
*
|
||||
* If you do not desire this action then provide URLs and / or a data object.
|
||||
*
|
||||
* @method Phaser.Loader#bitmapFont
|
||||
|
@ -1358,33 +1355,33 @@ Phaser.Loader.prototype = {
|
|||
* Adds a Texture Atlas file to the current load queue.
|
||||
*
|
||||
* Unlike `Loader.atlasJSONHash` this call expects the atlas data to be in a JSON Array format.
|
||||
*
|
||||
*
|
||||
* To create the Texture Atlas you can use tools such as:
|
||||
*
|
||||
* [Texture Packer](https://www.codeandweb.com/texturepacker/phaser)
|
||||
* [Shoebox](http://renderhjs.net/shoebox/)
|
||||
*
|
||||
*
|
||||
* If using Texture Packer we recommend you enable "Trim sprite names".
|
||||
* If your atlas software has an option to "rotate" the resulting frames, you must disable it.
|
||||
*
|
||||
* You can choose to either load the data externally, by providing a URL to a json file.
|
||||
* Or you can pass in a JSON object or String via the `atlasData` parameter.
|
||||
* If you pass a String the data is automatically run through `JSON.parse` and then immediately added to the Phaser.Cache.
|
||||
*
|
||||
*
|
||||
* If URLs are provided the files are **not** loaded immediately after calling this method, but are added to the load queue.
|
||||
*
|
||||
*
|
||||
* The key must be a unique String. It is used to add the file to the Phaser.Cache upon successful load.
|
||||
*
|
||||
*
|
||||
* Retrieve the file via `Cache.getImage(key)`. JSON files are automatically parsed upon load.
|
||||
* If you need to control when the JSON is parsed then use `Loader.text` instead and parse the JSON file as needed.
|
||||
*
|
||||
*
|
||||
* The URLs can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it.
|
||||
*
|
||||
*
|
||||
* If the textureURL isn't specified then the Loader will take the key and create a filename from that.
|
||||
* For example if the key is "player" and textureURL is null then the Loader will set the URL to be "player.png".
|
||||
* The same is true for the atlasURL. If atlasURL isn't specified and no atlasData has been provided then the Loader will
|
||||
* set the atlasURL to be the key. For example if the key is "player" the atlasURL will be set to "player.json".
|
||||
*
|
||||
*
|
||||
* If you do not desire this action then provide URLs and / or a data object.
|
||||
*
|
||||
* @method Phaser.Loader#atlasJSONArray
|
||||
|
@ -1404,33 +1401,33 @@ Phaser.Loader.prototype = {
|
|||
* Adds a Texture Atlas file to the current load queue.
|
||||
*
|
||||
* Unlike `Loader.atlas` this call expects the atlas data to be in a JSON Hash format.
|
||||
*
|
||||
*
|
||||
* To create the Texture Atlas you can use tools such as:
|
||||
*
|
||||
* [Texture Packer](https://www.codeandweb.com/texturepacker/phaser)
|
||||
* [Shoebox](http://renderhjs.net/shoebox/)
|
||||
*
|
||||
*
|
||||
* If using Texture Packer we recommend you enable "Trim sprite names".
|
||||
* If your atlas software has an option to "rotate" the resulting frames, you must disable it.
|
||||
*
|
||||
* You can choose to either load the data externally, by providing a URL to a json file.
|
||||
* Or you can pass in a JSON object or String via the `atlasData` parameter.
|
||||
* If you pass a String the data is automatically run through `JSON.parse` and then immediately added to the Phaser.Cache.
|
||||
*
|
||||
*
|
||||
* If URLs are provided the files are **not** loaded immediately after calling this method, but are added to the load queue.
|
||||
*
|
||||
*
|
||||
* The key must be a unique String. It is used to add the file to the Phaser.Cache upon successful load.
|
||||
*
|
||||
*
|
||||
* Retrieve the file via `Cache.getImage(key)`. JSON files are automatically parsed upon load.
|
||||
* If you need to control when the JSON is parsed then use `Loader.text` instead and parse the JSON file as needed.
|
||||
*
|
||||
*
|
||||
* The URLs can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it.
|
||||
*
|
||||
*
|
||||
* If the textureURL isn't specified then the Loader will take the key and create a filename from that.
|
||||
* For example if the key is "player" and textureURL is null then the Loader will set the URL to be "player.png".
|
||||
* The same is true for the atlasURL. If atlasURL isn't specified and no atlasData has been provided then the Loader will
|
||||
* set the atlasURL to be the key. For example if the key is "player" the atlasURL will be set to "player.json".
|
||||
*
|
||||
*
|
||||
* If you do not desire this action then provide URLs and / or a data object.
|
||||
*
|
||||
* @method Phaser.Loader#atlasJSONHash
|
||||
|
@ -1450,7 +1447,7 @@ Phaser.Loader.prototype = {
|
|||
* Adds a Texture Atlas file to the current load queue.
|
||||
*
|
||||
* This call expects the atlas data to be in the Starling XML data format.
|
||||
*
|
||||
*
|
||||
* To create the Texture Atlas you can use tools such as:
|
||||
*
|
||||
* [Texture Packer](https://www.codeandweb.com/texturepacker/phaser)
|
||||
|
@ -1458,25 +1455,25 @@ Phaser.Loader.prototype = {
|
|||
*
|
||||
* If using Texture Packer we recommend you enable "Trim sprite names".
|
||||
* If your atlas software has an option to "rotate" the resulting frames, you must disable it.
|
||||
*
|
||||
*
|
||||
* You can choose to either load the data externally, by providing a URL to an xml file.
|
||||
* Or you can pass in an XML object or String via the `atlasData` parameter.
|
||||
* If you pass a String the data is automatically run through `Loader.parseXML` and then immediately added to the Phaser.Cache.
|
||||
*
|
||||
*
|
||||
* If URLs are provided the files are **not** loaded immediately after calling this method, but are added to the load queue.
|
||||
*
|
||||
*
|
||||
* The key must be a unique String. It is used to add the file to the Phaser.Cache upon successful load.
|
||||
*
|
||||
*
|
||||
* Retrieve the file via `Cache.getImage(key)`. XML files are automatically parsed upon load.
|
||||
* If you need to control when the XML is parsed then use `Loader.text` instead and parse the XML file as needed.
|
||||
*
|
||||
*
|
||||
* The URLs can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it.
|
||||
*
|
||||
*
|
||||
* If the textureURL isn't specified then the Loader will take the key and create a filename from that.
|
||||
* For example if the key is "player" and textureURL is null then the Loader will set the URL to be "player.png".
|
||||
* The same is true for the atlasURL. If atlasURL isn't specified and no atlasData has been provided then the Loader will
|
||||
* set the atlasURL to be the key. For example if the key is "player" the atlasURL will be set to "player.xml".
|
||||
*
|
||||
*
|
||||
* If you do not desire this action then provide URLs and / or a data object.
|
||||
*
|
||||
* @method Phaser.Loader#atlasXML
|
||||
|
@ -1514,21 +1511,21 @@ Phaser.Loader.prototype = {
|
|||
* You can choose to either load the data externally, by providing a URL to a json file.
|
||||
* Or you can pass in a JSON object or String via the `atlasData` parameter.
|
||||
* If you pass a String the data is automatically run through `JSON.parse` and then immediately added to the Phaser.Cache.
|
||||
*
|
||||
*
|
||||
* If URLs are provided the files are **not** loaded immediately after calling this method, but are added to the load queue.
|
||||
*
|
||||
*
|
||||
* The key must be a unique String. It is used to add the file to the Phaser.Cache upon successful load.
|
||||
*
|
||||
*
|
||||
* Retrieve the file via `Cache.getImage(key)`. JSON files are automatically parsed upon load.
|
||||
* If you need to control when the JSON is parsed then use `Loader.text` instead and parse the JSON file as needed.
|
||||
*
|
||||
*
|
||||
* The URLs can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it.
|
||||
*
|
||||
*
|
||||
* If the textureURL isn't specified then the Loader will take the key and create a filename from that.
|
||||
* For example if the key is "player" and textureURL is null then the Loader will set the URL to be "player.png".
|
||||
* The same is true for the atlasURL. If atlasURL isn't specified and no atlasData has been provided then the Loader will
|
||||
* set the atlasURL to be the key. For example if the key is "player" the atlasURL will be set to "player.json".
|
||||
*
|
||||
*
|
||||
* If you do not desire this action then provide URLs and / or a data object.
|
||||
*
|
||||
* @method Phaser.Loader#atlas
|
||||
|
@ -1634,7 +1631,7 @@ Phaser.Loader.prototype = {
|
|||
/**
|
||||
* Add a synchronization point to a specific file/asset in the load queue.
|
||||
*
|
||||
* This has no effect on already loaded assets.
|
||||
* This has no effect on already loaded assets.
|
||||
*
|
||||
* @method Phaser.Loader#addSyncPoint
|
||||
* @param {string} type - The type of resource to turn into a sync point (image, audio, xml, etc).
|
||||
|
@ -1738,7 +1735,7 @@ Phaser.Loader.prototype = {
|
|||
for (var i = 0; i < this._flightQueue.length; i++)
|
||||
{
|
||||
var file = this._flightQueue[i];
|
||||
|
||||
|
||||
if (file.loaded || file.error)
|
||||
{
|
||||
this._flightQueue.splice(i, 1);
|
||||
|
@ -1818,7 +1815,7 @@ Phaser.Loader.prototype = {
|
|||
this._flightQueue.push(file);
|
||||
file.loading = true;
|
||||
this.onFileStart.dispatch(this.progress, file.key, file.url);
|
||||
|
||||
|
||||
this.loadFile(file);
|
||||
}
|
||||
}
|
||||
|
@ -2021,7 +2018,7 @@ Phaser.Loader.prototype = {
|
|||
|
||||
/**
|
||||
* Transforms the asset URL.
|
||||
*
|
||||
*
|
||||
* The default implementation prepends the baseURL if the url doesn't begin with http or //
|
||||
*
|
||||
* @method Phaser.Loader#transformUrl
|
||||
|
@ -2169,7 +2166,7 @@ Phaser.Loader.prototype = {
|
|||
{
|
||||
file.data.crossOrigin = this.crossOrigin;
|
||||
}
|
||||
|
||||
|
||||
file.data.onload = function () {
|
||||
if (file.data.onload)
|
||||
{
|
||||
|
@ -2189,7 +2186,7 @@ Phaser.Loader.prototype = {
|
|||
};
|
||||
|
||||
file.data.src = this.transformUrl(file.url, file);
|
||||
|
||||
|
||||
// Image is immediately-available/cached
|
||||
if (file.data.complete && file.data.width && file.data.height)
|
||||
{
|
||||
|
@ -2212,7 +2209,7 @@ Phaser.Loader.prototype = {
|
|||
file.data.name = file.key;
|
||||
file.data.controls = false;
|
||||
file.data.autoplay = false;
|
||||
|
||||
|
||||
var videoLoadEvent = function () {
|
||||
|
||||
file.data.removeEventListener(file.loadEvent, videoLoadEvent, false);
|
||||
|
@ -2228,7 +2225,7 @@ Phaser.Loader.prototype = {
|
|||
file.data.canplay = false;
|
||||
_this.fileError(file);
|
||||
};
|
||||
|
||||
|
||||
file.data.addEventListener(file.loadEvent, videoLoadEvent, false);
|
||||
|
||||
file.data.src = this.transformUrl(file.url, file);
|
||||
|
@ -2258,7 +2255,7 @@ Phaser.Loader.prototype = {
|
|||
{
|
||||
file.data = new Audio();
|
||||
file.data.name = file.key;
|
||||
|
||||
|
||||
var playThroughEvent = function () {
|
||||
file.data.removeEventListener('canplaythrough', playThroughEvent, false);
|
||||
file.data.onerror = null;
|
||||
|
@ -2366,7 +2363,7 @@ Phaser.Loader.prototype = {
|
|||
/**
|
||||
* Starts the xhr loader - using XDomainRequest.
|
||||
* This should _only_ be used with IE 9. Phaser does not support IE 8 and XDR is deprecated in IE 10.
|
||||
*
|
||||
*
|
||||
* This is designed specifically to use with asset file processing.
|
||||
*
|
||||
* @method Phaser.Loader#xhrLoad
|
||||
|
@ -2587,7 +2584,7 @@ Phaser.Loader.prototype = {
|
|||
switch (file.type)
|
||||
{
|
||||
case 'packfile':
|
||||
|
||||
|
||||
// Pack data must never be false-ish after it is fetched without error
|
||||
var data = JSON.parse(xhr.responseText);
|
||||
file.data = data || {};
|
||||
|
@ -2676,7 +2673,7 @@ Phaser.Loader.prototype = {
|
|||
throw new Error("Phaser.Loader. Unable to parse video file as Blob: " + file.key);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
this.cache.addVideo(file.key, file.url, file.data, file.asBlob);
|
||||
break;
|
||||
|
||||
|
|
Loading…
Reference in a new issue