Commit graph

144 commits

Author SHA1 Message Date
Paul
1062b7330e Loader - fix/update for getAssetIndex
Loaded/loading assets are skipped if they have been superceded. This makes
the behavior consistent with respect to `addToFileList`, if the queue is
inspected or modified while loading.
2014-11-22 17:42:12 -08:00
Paul
d94321702a Loader - corrected tag error handling 2014-11-22 15:09:07 -08:00
Paul
609d77faba Loader - added means to add synchronization points
- Added `withSyncPoint` and `addSyncPoint` methods to allow explicit
  adding of synchronization points (synchronization points are explained
  in `withSyncPoint`.

- Changed the file/asset `sync` attribute to `syncPoint` to reflect
  terminology.
2014-11-22 14:42:27 -08:00
Paul
a6116b3832 Loader - fixes
- `onLoadComplete` will fire, even when loading is interrupted
- Context default to `this` on application.
2014-11-22 13:55:32 -08:00
Paul
9995edbe3f Loader - documentation
Updated/corrected various documentation.
2014-11-22 13:53:51 -08:00
Paul
7889739485 Loader - added enabledParallelDownloads
Added method to enable/disable parallel downloading in general.
2014-11-22 13:49:18 -08:00
Paul
1c000949cb Loader - transformUrl
Pulled out baseURL extension into method.
2014-11-22 13:46:14 -08:00
Paul
7116d0716d Loader - fast image-from-cache path
Employee the use of image.complete and a width/height check to detect when
it is available "from cache" and skip having to run though the
onload/onerror cases.
2014-11-21 22:38:32 -08:00
Paul
b00c4ad222 Loader - state bug fixes
More updates for https://github.com/photonstorm/phaser/issues/1330

Fixed several issues with state clearing (or lack of) resulting in
incorrect behavior if the loader was re-used.
2014-11-21 12:06:44 -08:00
Paul
4d16af0e0f Loader - parallel loading
Parallel loading is now supported, configured by
`loader.concurrentRequestCount`. Each file (a pack is now considered a
type of file) asset can be marked with `sync`, which is done for both pack
files and script files.

When a `sync` asset is encountered it must be loaded before any previous
resource any following resource is loaded (but it doesn't have to wait for
previous resources). Pack files are an exception in that they can download
(but are not processed) and they can fetch-around other `sync` assets.

Because of the concurrent nature there is no guarantee of the order in
which the individual events will file in relation to eachother, but local
ordering (e.g. onFileError always before onFileComplete) and overall
ordering (e.g. onLoadStart .. onFile? .. onLoadComplete) is preserved.

There is also increased error hardening and a few previous edge-cases
fixed (and likely a few bugs added).
2014-11-21 10:58:00 -08:00
Paul
930fc46649 Loader 2014-11-20 17:51:30 -08:00
Utkarsh Upadhyay
b084f42aa8 Fix documentation for Cache.addPhysicsData
The comment referred to the incorrect method name (`addTilemap` instead of `addPhysicsData`).
2014-11-16 15:01:23 +01:00
photonstorm
7c9dfefc8f Loader resize handler. 2014-11-11 14:00:07 +00:00
Janne Pulkkinen
3208e44d64 Make cache getters return null on missing entry
Some cache getters returned nothing on a missing entry (which is evaluated to undefined). 

This fixes the issue by making the getters return null, as is the case with other functions in Phaser.Cache.
2014-11-09 22:06:02 +02:00
Paul
f7f940d3da Cache: addBitmapData can auto-create FrameData, fixes 1294
- In the "Particle Class" demo there was no explicitly-created FrameData which cause issues later on.
  This cache updates ensures that FrameData will be automatically created for any added cached bitmap data, unless such is explicitly supplied or forbidden.
- Impact: low
  - AnimationManager.loadFrameData is called for all Sprites with BitmapData (except those with an explicit null FrameData) added to the cache
2014-11-07 00:08:54 -08:00
photonstorm
da87c75e00 Loader.useXDomainRequest used to be enabled automatically for IE9 but is now always set to false. Please enable it only if you know your server set-up / CDN requires it, as some most certainly do, but we're finding them to be less and less used these days, so we feel it's safe to now disable this by default (#1248)
Loader.json was using the wrong context in IE9 with XDomainRequest calls (thanks @pnstickne #1258)
2014-10-27 12:31:55 +00:00
photonstorm
0f3cda0aed Cache.getRenderTexture will retrieve a RenderTexture that is stored in the Phaser Cache. This method replaces Cache.getTexture which is now deprecated.
Cache.autoResolveURL is a new boolean (default `false`) that automatically builds a cached map of all loaded assets vs. their absolute URLs, for use with Cache.getURL and Cache.checkURL. Note that in 2.1.3 and earlier this was enabled by default, but has since been moved behind this property which needs to be set to `true` *before* you load any assets to enable.

Cache._resolveUrl has been renamed to Cache._resolveURL internally and gained a new parameter. This method is a private internal one.

Cache.getUrl is deprecated. The same method is now available as Cache.getURL.

XML files weren't being added to the URL map.

Cache._resolveURL was causing a Sound double-load in Firefox and causing errors (thanks @domonyiv #1253)
2014-10-27 11:46:24 +00:00
photonstorm
474fd8e055 JSDoc fixes. 2014-10-21 23:08:16 +01:00
photonstorm
96fd0ade74 JSDoc fixes. 2014-10-21 22:43:42 +01:00
photonstorm
f0b7670506 Fixed an issue where audio files with query strings after them would fail the canPlayAudio checks (thanks Vithar) 2014-10-17 18:50:12 +01:00
photonstorm
9140163c85 Fixed a reference error to the Loader.baseURL in Cache._resolveUrl method (thanks @neurofuzzy #1235) 2014-10-15 21:36:44 +01:00
Richard Davey
e6754b0a87 Merge pull request #1221 from englercj/url-cache-map
Add ability to get a cached resource by url
2014-10-09 14:10:54 +01:00
Chad Engler
c21c0d5515 add url properties to destroy 2014-10-05 08:18:52 -07:00
Chad Engler
d9f477a086 add ability to get a cached resource by url 2014-10-04 20:48:21 -07:00
spayton
eeeb6c3733 This stops Phaser progressing with file loads when an audio file file
failed in IE.

The problem was that it was calling fileComplete everytime instead of
setting it as a callback.
2014-10-02 16:48:12 +01:00
photonstorm
d65c526184 Cache.addBitmapData has a new parameter: frameData allowing you to pass a Phaser.FrameData object along with the BitmapData.
Cache.getFrameData has a new parameter: `map` which allows you to specify which cache to get the FrameData from, i.e. `Phaser.Cache.IMAGE` or `Phaser.Cache.BITMAPDATA`.
Sprite.loadTexture if given a BitmapData as the texture will now query the cache to see if it has any associated FrameData, and if so it will load that into the AnimationManager.
2014-10-01 03:10:13 +01:00
Richard Davey
01fd3df434 AudioSprite support is now built into the Loader and SoundManager. AudioSprites are like sprite sheets, only they consist of a selection of audio files and markers in a json configuration. You can find more details at https://github.com/tonistiigi/audiosprite (thanks @codevinsky #1205)
Fixed AudioSprite jsdoc, casing and formatting issues.
2014-09-23 22:15:09 +01:00
Jeremy Dowell
7cce1366f2 jshint cleanup 2014-09-23 10:25:49 -05:00
Jeremy Dowell
dd0d1729ad Phaser.AudioSprite
AudioSprite implementation for phaser.

Loads audio sprites based on the file format created with: https://github.com/tonistiigi/audiosprite
2014-09-23 10:21:29 -05:00
photonstorm
5980a3bdc6 Loader can now natively load XML files via load.xml. Once the XML file has loaded it is parsed via either DOMParser or ActiveXObject and then added to the Cache, where it can be retrieved via cache.getXML(key).
Cache now has support for XML files stored in their own container. You can add them with `cache.addXML` (typically this is done from the Loader automatically for you) and get them with `cache.getXML(key)`. There is also `cache.checkXMLKey(key)`, `cache.checkKeys` and `cache.removeXML(key)`.
2014-09-19 13:45:04 +01:00
photonstorm
20551f9129 Lots of jsdocs fixes ready for the new doc generator. 2014-09-16 17:35:08 +01:00
Richard Davey
cf363a56f1 Cache.removeImage has a new parameter: removeFromPixi which is true by default. It will remove the image from the Pixi BaseTextureCache as well as from the Phaser Cache. Set to false if you don't want the Pixi cache touched. 2014-09-16 12:20:03 +01:00
photonstorm
57295d7ac8 jsdoc fixes. 2014-09-15 13:51:17 +01:00
photonstorm
5e6c40e392 Fixed the jsdocs and crop method used on preloader sprites. 2014-09-09 12:48:38 +01:00
photonstorm
1f84024a3e Cache.getImage now returns null if no image was found. 2014-09-03 11:11:48 +01:00
photonstorm
05922d6fb0 Lots of fixes to the Image class to restore texture loading and fix cropping so it works exactly the same as the Sprite now. 2014-08-28 17:04:59 +01:00
photonstorm
34426e7560 Loader.useXDomainRequest boolean automatically set to true if the browser is specifically detected as IE9, but you can still override this. IE10 will use xhr. 2014-08-28 05:24:57 +01:00
photonstorm
6216cf578c BitmapFonts are now correctly added to the Cache._bitmapFont array and returned via Cache.getBitmapFont (thanks @prudolfs #1076) 2014-08-28 03:52:26 +01:00
Richard Davey
7fe4abc5c4 Merge pull request #1059 from lucbloom/spritesheet-to-framecount
Sprite Sheet => frame count
2014-08-28 01:49:15 +01:00
photonstorm
7bfa6fa9f2 Loader.useXDomainRequest boolean added. If true (the default is false) it will use XDomainRequest when loading JSON files instead of xhr. In rare IE edge-cases this may be required. You'll know if you need it (#1131 #1116) 2014-08-28 01:23:45 +01:00
Luc Bloom
0fc30e839e Removed some more checks 2014-07-22 10:42:47 +02:00
Luc Bloom
7f3b542fdd Removed the notion of Sprite Sheets vs single frame images
Instead of making a distinction between single frame images and Sprite
Sheets, I added a simple FrameData with one Frame to every image that
gets loaded. This way, a lot of the engine code can be simplified.

For instance, you can play animations on any Sprite without having to
check the “frame count” of its image anymore.

The engine doesn’t have to check for non-existing .frameData anymore.

An animation can keep on playing when an image happens to be set with 1
frame, continuing its animation when after that, another image is set
with multiple frames.

Think of it this way: an image with one frame is an animation of just
one frame.
2014-07-22 10:24:53 +02:00
photonstorm
122640e01b Phaser.Loader was incorrectly getting the responseText from _xhr instead of _ajax on IE9 xDomainRequests (thanks @lardratboy #1050) 2014-07-21 11:12:58 +01:00
mjeffery
fcc23ef5d2 fixed onPackComplete Signal 2014-07-13 15:38:13 -04:00
photonstorm
22462566b4 Restored old Image object. 2014-07-11 18:02:40 +01:00
photonstorm
2293b64c94 Removing debug / console.log output. 2014-07-09 05:49:13 +01:00
photonstorm
dd88f2a6e2 Fixed BitmapText parser. 2014-07-09 05:39:49 +01:00
photonstorm
58fc73348c The StateManager has a preRenderCallback option, which checks for a preRender function existing on the State, but it was never called. Have decided to add this in, so the core Game loop now calls state.preRender right before the renderer runs (thanks @AnderbergE #869) 2014-07-02 05:32:40 +01:00
photonstorm
3d80568e4c Loader.isLoading is set to false if the filelist size is zero. 2014-06-30 09:24:25 +01:00
Richard Davey
56d1cef1c8 Merge pull request #941 from kay-is/master
Changed a @method string
2014-06-24 22:39:55 +01:00