/// /** * Phaser - Loader * * The Loader handles loading all external content such as Images, Sounds, Texture Atlases and data files. * It uses a combination of Image() loading and xhr and provides for progress and completion callbacks. */ var Phaser; (function (Phaser) { var Loader = (function () { /** * Loader constructor * * @param game {Phaser.Game} Current game instance. */ function Loader(game) { /** * The crossOrigin value applied to loaded images * @type {string} */ this.crossOrigin = ''; // If you want to append a URL before the path of any asset you can set this here. // Useful if you need to allow an asset url to be configured outside of the game code. // MUST have / on the end of it! this.baseURL = ''; this.game = game; this._keys = []; this._fileList = {}; this._xhr = new XMLHttpRequest(); this._queueSize = 0; this.isLoading = false; this.onFileComplete = new Phaser.Signal(); this.onFileError = new Phaser.Signal(); this.onLoadStart = new Phaser.Signal(); this.onLoadComplete = new Phaser.Signal(); } /** * Reset loader, this will remove all loaded assets. */ Loader.prototype.reset = function () { this._queueSize = 0; this.isLoading = false; }; Object.defineProperty(Loader.prototype, "queueSize", { get: function () { return this._queueSize; }, enumerable: true, configurable: true }); /** * Add a new image asset loading request with key and url. * @param key {string} Unique asset key of this image file. * @param url {string} URL of image file. */ Loader.prototype.image = function (key, url, overwrite) { if (typeof overwrite === "undefined") { overwrite = false; } if (overwrite == true || this.checkKeyExists(key) == false) { this._queueSize++; this._fileList[key] = { type: 'image', key: key, url: url, data: null, error: false, loaded: false }; this._keys.push(key); } }; /** * Add a new sprite sheet loading request. * @param key {string} Unique asset key of the sheet file. * @param url {string} URL of sheet file. * @param frameWidth {number} Width of each single frame. * @param frameHeight {number} Height of each single frame. * @param frameMax {number} How many frames in this sprite sheet. */ Loader.prototype.spritesheet = function (key, url, frameWidth, frameHeight, frameMax) { if (typeof frameMax === "undefined") { frameMax = -1; } if (this.checkKeyExists(key) === false) { this._queueSize++; this._fileList[key] = { type: 'spritesheet', key: key, url: url, data: null, frameWidth: frameWidth, frameHeight: frameHeight, frameMax: frameMax, error: false, loaded: false }; this._keys.push(key); } }; /** * Add a new texture atlas loading request. * @param key {string} Unique asset key of the texture atlas file. * @param textureURL {string} The url of the texture atlas image file. * @param [atlasURL] {string} The url of the texture atlas data file (json/xml) * @param [atlasData] {object} A JSON or XML data object. * @param [format] {number} A value describing the format of the data. */ Loader.prototype.atlas = function (key, textureURL, atlasURL, atlasData, format) { if (typeof atlasURL === "undefined") { atlasURL = null; } if (typeof atlasData === "undefined") { atlasData = null; } if (typeof format === "undefined") { format = Loader.TEXTURE_ATLAS_JSON_ARRAY; } if (this.checkKeyExists(key) === false) { if (atlasURL !== null) { // A URL to a json/xml file has been given this._queueSize++; this._fileList[key] = { type: 'textureatlas', key: key, url: textureURL, atlasURL: atlasURL, data: null, format: format, error: false, loaded: false }; this._keys.push(key); } else { if (format == Loader.TEXTURE_ATLAS_JSON_ARRAY) { if (typeof atlasData === 'string') { atlasData = JSON.parse(atlasData); } this._queueSize++; this._fileList[key] = { type: 'textureatlas', key: key, url: textureURL, data: null, atlasURL: null, atlasData: atlasData, format: format, error: false, loaded: false }; this._keys.push(key); } else if (format == Loader.TEXTURE_ATLAS_XML_STARLING) { if (typeof atlasData === 'string') { var xml; try { if (window['DOMParser']) { var domparser = new DOMParser(); xml = domparser.parseFromString(atlasData, "text/xml"); } else { xml = new ActiveXObject("Microsoft.XMLDOM"); xml.async = 'false'; xml.loadXML(atlasData); } } catch (e) { xml = undefined; } if (!xml || !xml.documentElement || xml.getElementsByTagName("parsererror").length) { throw new Error("Phaser.Loader. Invalid Texture Atlas XML given"); } else { atlasData = xml; } } this._queueSize++; this._fileList[key] = { type: 'textureatlas', key: key, url: textureURL, data: null, atlasURL: null, atlasData: atlasData, format: format, error: false, loaded: false }; this._keys.push(key); } } } }; /** * Add a new audio file loading request. * @param key {string} Unique asset key of the audio file. * @param urls {Array} An array containing the URLs of the audio files, i.e.: [ 'jump.mp3', 'jump.ogg', 'jump.m4a' ] * @param autoDecode {boolean} When using Web Audio the audio files can either be decoded at load time or run-time. They can't be played until they are decoded, but this let's you control when that happens. Decoding is a non-blocking async process. */ Loader.prototype.audio = function (key, urls, autoDecode) { if (typeof autoDecode === "undefined") { autoDecode = true; } if (this.checkKeyExists(key) === false) { this._queueSize++; this._fileList[key] = { type: 'audio', key: key, url: urls, data: null, buffer: null, error: false, loaded: false, autoDecode: autoDecode }; this._keys.push(key); } }; /** * Add a new text file loading request. * @param key {string} Unique asset key of the text file. * @param url {string} URL of text file. */ Loader.prototype.text = function (key, url) { if (this.checkKeyExists(key) === false) { this._queueSize++; this._fileList[key] = { type: 'text', key: key, url: url, data: null, error: false, loaded: false }; this._keys.push(key); } }; /** * Remove loading request of a file. * @param key {string} Key of the file you want to remove. */ Loader.prototype.removeFile = function (key) { delete this._fileList[key]; }; /** * Remove all file loading requests. */ Loader.prototype.removeAll = function () { this._fileList = {}; }; /** * Load assets. */ Loader.prototype.start = function () { if (this.isLoading) { return; } this.progress = 0; this.hasLoaded = false; this.isLoading = true; this.onLoadStart.dispatch(this.queueSize); if (this._keys.length > 0) { this._progressChunk = 100 / this._keys.length; this.loadFile(); } else { this.progress = 100; this.hasLoaded = true; this.onLoadComplete.dispatch(); } }; /** * Load files. Private method ONLY used by loader. */ Loader.prototype.loadFile = function () { var _this = this; var file = this._fileList[this._keys.pop()]; switch (file.type) { case 'image': case 'spritesheet': case 'textureatlas': file.data = new Image(); file.data.name = file.key; file.data.onload = function () { return _this.fileComplete(file.key); }; file.data.onerror = function () { return _this.fileError(file.key); }; file.data.crossOrigin = this.crossOrigin; file.data.src = this.baseURL + file.url; break; case 'audio': file.url = this.getAudioURL(file.url); if (file.url !== null) { if (this.game.sound.usingWebAudio) { this._xhr.open("GET", this.baseURL + file.url, true); this._xhr.responseType = "arraybuffer"; this._xhr.onload = function () { return _this.fileComplete(file.key); }; this._xhr.onerror = function () { return _this.fileError(file.key); }; this._xhr.send(); } else if (this.game.sound.usingAudioTag) { if (this.game.sound.touchLocked) { // If audio is locked we can't do this yet, so need to queue this load request somehow. Bum. file.data = new Audio(); file.data.name = file.key; file.data.preload = 'auto'; file.data.src = this.baseURL + file.url; this.fileComplete(file.key); } else { file.data = new Audio(); file.data.name = file.key; file.data.onerror = function () { return _this.fileError(file.key); }; file.data.preload = 'auto'; file.data.src = this.baseURL + file.url; file.data.addEventListener('canplaythrough', Phaser.GAMES[this.game.id].load.fileComplete(file.key), false); file.data.load(); } } } break; case 'text': this._xhr.open("GET", this.baseURL + file.url, true); this._xhr.responseType = "text"; this._xhr.onload = function () { return _this.fileComplete(file.key); }; this._xhr.onerror = function () { return _this.fileError(file.key); }; this._xhr.send(); break; } }; Loader.prototype.getAudioURL = function (urls) { var extension; for (var i = 0; i < urls.length; i++) { extension = urls[i].toLowerCase(); extension = extension.substr((Math.max(0, extension.lastIndexOf(".")) || Infinity) + 1); if (this.game.device.canPlayAudio(extension)) { return urls[i]; } } return null; }; /** * Error occured when load a file. * @param key {string} Key of the error loading file. */ Loader.prototype.fileError = function (key) { this._fileList[key].loaded = true; this._fileList[key].error = true; this.onFileError.dispatch(key); throw new Error("Phaser.Loader error loading file: " + key); this.nextFile(key, false); }; /** * Called when a file is successfully loaded. * @param key {string} Key of the successfully loaded file. */ Loader.prototype.fileComplete = function (key) { var _this = this; if (!this._fileList[key]) { throw new Error('Phaser.Loader fileComplete invalid key ' + key); return; } this._fileList[key].loaded = true; var file = this._fileList[key]; var loadNext = true; switch (file.type) { case 'image': this.game.cache.addImage(file.key, file.url, file.data); break; case 'spritesheet': this.game.cache.addSpriteSheet(file.key, file.url, file.data, file.frameWidth, file.frameHeight, file.frameMax); break; case 'textureatlas': if (file.atlasURL == null) { this.game.cache.addTextureAtlas(file.key, file.url, file.data, file.atlasData, file.format); } else { // Load the JSON or XML before carrying on with the next file loadNext = false; this._xhr.open("GET", this.baseURL + file.atlasURL, true); this._xhr.responseType = "text"; if (file.format == Loader.TEXTURE_ATLAS_JSON_ARRAY) { this._xhr.onload = function () { return _this.jsonLoadComplete(file.key); }; } else if (file.format == Loader.TEXTURE_ATLAS_XML_STARLING) { this._xhr.onload = function () { return _this.xmlLoadComplete(file.key); }; } this._xhr.onerror = function () { return _this.dataLoadError(file.key); }; this._xhr.send(); } break; case 'audio': if (this.game.sound.usingWebAudio) { file.data = this._xhr.response; this.game.cache.addSound(file.key, file.url, file.data, true, false); if (file.autoDecode) { this.game.cache.updateSound(key, 'isDecoding', true); var that = this; var key = file.key; this.game.sound.context.decodeAudioData(file.data, function (buffer) { if (buffer) { that.game.cache.decodedSound(key, buffer); } }); } } else { file.data.removeEventListener('canplaythrough', Phaser.GAMES[this.game.id].load.fileComplete); this.game.cache.addSound(file.key, file.url, file.data, false, true); } break; case 'text': file.data = this._xhr.response; this.game.cache.addText(file.key, file.url, file.data); break; } if (loadNext) { this.nextFile(key, true); } }; /** * Successfully loaded a JSON file. * @param key {string} Key of the loaded JSON file. */ Loader.prototype.jsonLoadComplete = function (key) { var data = JSON.parse(this._xhr.response); var file = this._fileList[key]; this.game.cache.addTextureAtlas(file.key, file.url, file.data, data, file.format); this.nextFile(key, true); }; /** * Error occured when load a JSON. * @param key {string} Key of the error loading JSON file. */ Loader.prototype.dataLoadError = function (key) { var file = this._fileList[key]; file.error = true; throw new Error("Phaser.Loader dataLoadError: " + key); this.nextFile(key, true); }; Loader.prototype.xmlLoadComplete = function (key) { var atlasData = this._xhr.response; var xml; try { if (window['DOMParser']) { var domparser = new DOMParser(); xml = domparser.parseFromString(atlasData, "text/xml"); } else { xml = new ActiveXObject("Microsoft.XMLDOM"); xml.async = 'false'; xml.loadXML(atlasData); } } catch (e) { xml = undefined; } if (!xml || !xml.documentElement || xml.getElementsByTagName("parsererror").length) { throw new Error("Phaser.Loader. Invalid XML given"); } var file = this._fileList[key]; this.game.cache.addTextureAtlas(file.key, file.url, file.data, xml, file.format); this.nextFile(key, true); }; /** * Handle loading next file. * @param previousKey {string} Key of previous loaded asset. * @param success {boolean} Whether the previous asset loaded successfully or not. */ Loader.prototype.nextFile = function (previousKey, success) { this.progress = Math.round(this.progress + this._progressChunk); if (this.progress > 100) { this.progress = 100; } this.onFileComplete.dispatch(this.progress, previousKey, success, this._queueSize - this._keys.length, this._queueSize); if (this._keys.length > 0) { this.loadFile(); } else { this.hasLoaded = true; this.isLoading = false; this.removeAll(); this.onLoadComplete.dispatch(); } }; /** * Check whether asset exists with a specific key. * @param key {string} Key of the asset you want to check. * @return {boolean} Return true if exists, otherwise return false. */ Loader.prototype.checkKeyExists = function (key) { if (this._fileList[key]) { return true; } else { return false; } }; Loader.TEXTURE_ATLAS_JSON_ARRAY = 0; Loader.TEXTURE_ATLAS_JSON_HASH = 1; Loader.TEXTURE_ATLAS_XML_STARLING = 2; return Loader; })(); Phaser.Loader = Loader; })(Phaser || (Phaser = {}));