/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2015 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * Phaser has one single cache in which it stores all assets. * * The cache is split up into sections, such as images, sounds, video, json, etc. All assets are stored using * a unique string-based key as their identifier. Assets stored in different areas of the cache can have the * same key, for example 'playerWalking' could be used as the key for both a sprite sheet and an audio file, * because they are unique data types. * * The cache is automatically populated by the Phaser.Loader. When you use the loader to pull in external assets * such as images they are automatically placed into their respective cache. Most common Game Objects, such as * Sprites and Videos automatically query the cache to extract the assets they need on instantiation. * * You can access the cache from within a State via `this.cache`. From here you can call any public method it has, * including adding new entries to it, deleting them or querying them. * * Understand that almost without exception when you get an item from the cache it will return a reference to the * item stored in the cache, not a copy of it. Therefore if you retrieve an item and then modify it, the original * object in the cache will also be updated, even if you don't put it back into the cache again. * * By default when you change State the cache is _not_ cleared, although there is an option to clear it should * your game require it. In a typical game set-up the cache is populated once after the main game has loaded and * then used as an asset store. * * @class Phaser.Cache * @constructor * @param {Phaser.Game} game - A reference to the currently running game. */ Phaser.Cache = function (game) { /** * @property {Phaser.Game} game - Local reference to game. */ this.game = game; /** * Automatically resolve resource URLs to absolute paths for use with the Cache.getURL method. * @property {boolean} autoResolveURL */ this.autoResolveURL = false; /** * The main cache object into which all resources are placed. * @property {object} _cache * @private */ this._cache = { canvas: {}, image: {}, texture: {}, sound: {}, video: {}, text: {}, json: {}, xml: {}, physics: {}, tilemap: {}, binary: {}, bitmapData: {}, bitmapFont: {}, shader: {}, renderTexture: {} }; /** * @property {object} _urlMap - Maps URLs to resources. * @private */ this._urlMap = {}; /** * @property {Image} _urlResolver - Used to resolve URLs to the absolute path. * @private */ this._urlResolver = new Image(); /** * @property {string} _urlTemp - Temporary variable to hold a resolved url. * @private */ this._urlTemp = null; /** * @property {Phaser.Signal} onSoundUnlock - This event is dispatched when the sound system is unlocked via a touch event on cellular devices. */ this.onSoundUnlock = new Phaser.Signal(); /** * @property {array} _cacheMap - Const to cache object look-up array. * @private */ this._cacheMap = []; this._cacheMap[Phaser.Cache.CANVAS] = this._cache.canvas; this._cacheMap[Phaser.Cache.IMAGE] = this._cache.image; this._cacheMap[Phaser.Cache.TEXTURE] = this._cache.texture; this._cacheMap[Phaser.Cache.SOUND] = this._cache.sound; this._cacheMap[Phaser.Cache.TEXT] = this._cache.text; this._cacheMap[Phaser.Cache.PHYSICS] = this._cache.physics; this._cacheMap[Phaser.Cache.TILEMAP] = this._cache.tilemap; this._cacheMap[Phaser.Cache.BINARY] = this._cache.binary; this._cacheMap[Phaser.Cache.BITMAPDATA] = this._cache.bitmapData; this._cacheMap[Phaser.Cache.BITMAPFONT] = this._cache.bitmapFont; this._cacheMap[Phaser.Cache.JSON] = this._cache.json; this._cacheMap[Phaser.Cache.XML] = this._cache.xml; this._cacheMap[Phaser.Cache.VIDEO] = this._cache.video; this._cacheMap[Phaser.Cache.SHADER] = this._cache.shader; this._cacheMap[Phaser.Cache.RENDER_TEXTURE] = this._cache.renderTexture; this.addDefaultImage(); this.addMissingImage(); }; /** * @constant * @type {number} */ Phaser.Cache.CANVAS = 1; /** * @constant * @type {number} */ Phaser.Cache.IMAGE = 2; /** * @constant * @type {number} */ Phaser.Cache.TEXTURE = 3; /** * @constant * @type {number} */ Phaser.Cache.SOUND = 4; /** * @constant * @type {number} */ Phaser.Cache.TEXT = 5; /** * @constant * @type {number} */ Phaser.Cache.PHYSICS = 6; /** * @constant * @type {number} */ Phaser.Cache.TILEMAP = 7; /** * @constant * @type {number} */ Phaser.Cache.BINARY = 8; /** * @constant * @type {number} */ Phaser.Cache.BITMAPDATA = 9; /** * @constant * @type {number} */ Phaser.Cache.BITMAPFONT = 10; /** * @constant * @type {number} */ Phaser.Cache.JSON = 11; /** * @constant * @type {number} */ Phaser.Cache.XML = 12; /** * @constant * @type {number} */ Phaser.Cache.VIDEO = 13; /** * @constant * @type {number} */ Phaser.Cache.SHADER = 14; /** * @constant * @type {number} */ Phaser.Cache.RENDER_TEXTURE = 15; Phaser.Cache.prototype = { ////////////////// // Add Methods // ////////////////// /** * Add a new canvas object in to the cache. * * @method Phaser.Cache#addCanvas * @param {string} key - The key that this asset will be stored in the cache under. This should be unique within this cache. * @param {HTMLCanvasElement} canvas - The Canvas DOM element. * @param {CanvasRenderingContext2D} [context] - The context of the canvas element. If not specified it will default go `getContext('2d')`. */ addCanvas: function (key, canvas, context) { if (context === undefined) { context = canvas.getContext('2d'); } this._cache.canvas[key] = { canvas: canvas, context: context }; }, /** * Adds an Image file into the Cache. The file must have already been loaded, typically via Phaser.Loader, but can also have been loaded into the DOM. * If an image already exists in the cache with the same key then it is removed and destroyed, and the new image inserted in its place. * * @method Phaser.Cache#addImage * @param {string} key - The key that this asset will be stored in the cache under. This should be unique within this cache. * @param {string} url - The URL the asset was loaded from. If the asset was not loaded externally set to `null`. * @param {object} data - Extra image data. * @return {object} The full image object that was added to the cache. */ addImage: function (key, url, data) { if (this.checkImageKey(key)) { this.removeImage(key); } var img = { key: key, url: url, data: data, base: new PIXI.BaseTexture(data), frame: new Phaser.Frame(0, 0, 0, data.width, data.height, key), frameData: new Phaser.FrameData() }; img.frameData.addFrame(new Phaser.Frame(0, 0, 0, data.width, data.height, url)); this._cache.image[key] = img; this._resolveURL(url, img); return img; }, /** * Adds a default image to be used in special cases such as WebGL Filters. * It uses the special reserved key of `__default`. * This method is called automatically when the Cache is created. * This image is skipped when `Cache.destroy` is called due to its internal requirements. * * @method Phaser.Cache#addDefaultImage * @protected */ addDefaultImage: function () { var img = new Image(); img.src = "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgAQMAAABJtOi3AAAAA1BMVEX///+nxBvIAAAAAXRSTlMAQObYZgAAABVJREFUeF7NwIEAAAAAgKD9qdeocAMAoAABm3DkcAAAAABJRU5ErkJggg=="; var obj = this.addImage('__default', null, img); // Because we don't want to invalidate the sprite batch for an invisible texture obj.base.skipRender = true; PIXI.TextureCache['__default'] = new PIXI.Texture(obj.base); }, /** * Adds an image to be used when a key is wrong / missing. * It uses the special reserved key of `__missing`. * This method is called automatically when the Cache is created. * This image is skipped when `Cache.destroy` is called due to its internal requirements. * * @method Phaser.Cache#addMissingImage * @protected */ addMissingImage: function () { var img = new Image(); img.src = "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAIAAAD8GO2jAAAAGXRFWHRTb2Z0d2FyZQBBZG9iZSBJbWFnZVJlYWR5ccllPAAAAJ9JREFUeNq01ssOwyAMRFG46v//Mt1ESmgh+DFmE2GPOBARKb2NVjo+17PXLD8a1+pl5+A+wSgFygymWYHBb0FtsKhJDdZlncG2IzJ4ayoMDv20wTmSMzClEgbWYNTAkQ0Z+OJ+A/eWnAaR9+oxCF4Os0H8htsMUp+pwcgBBiMNnAwF8GqIgL2hAzaGFFgZauDPKABmowZ4GL369/0rwACp2yA/ttmvsQAAAABJRU5ErkJggg=="; var obj = this.addImage('__missing', null, img); PIXI.TextureCache['__missing'] = new PIXI.Texture(obj.base); }, /** * Adds a Sound file into the Cache. The file must have already been loaded, typically via Phaser.Loader. * * @method Phaser.Cache#addSound * @param {string} key - The key that this asset will be stored in the cache under. This should be unique within this cache. * @param {string} url - The URL the asset was loaded from. If the asset was not loaded externally set to `null`. * @param {object} data - Extra sound data. * @param {boolean} webAudio - True if the file is using web audio. * @param {boolean} audioTag - True if the file is using legacy HTML audio. */ addSound: function (key, url, data, webAudio, audioTag) { if (webAudio === undefined) { webAudio = true; audioTag = false; } if (audioTag === undefined) { webAudio = false; audioTag = true; } var decoded = false; if (audioTag) { decoded = true; } this._cache.sound[key] = { url: url, data: data, isDecoding: false, decoded: decoded, webAudio: webAudio, audioTag: audioTag, locked: this.game.sound.touchLocked }; this._resolveURL(url, this._cache.sound[key]); }, /** * Add a new text data. * * @method Phaser.Cache#addText * @param {string} key - The key that this asset will be stored in the cache under. This should be unique within this cache. * @param {string} url - The URL the asset was loaded from. If the asset was not loaded externally set to `null`. * @param {object} data - Extra text data. */ addText: function (key, url, data) { this._cache.text[key] = { url: url, data: data }; this._resolveURL(url, this._cache.text[key]); }, /** * Add a new physics data object to the Cache. * * @method Phaser.Cache#addPhysicsData * @param {string} key - The key that this asset will be stored in the cache under. This should be unique within this cache. * @param {string} url - The URL the asset was loaded from. If the asset was not loaded externally set to `null`. * @param {object} JSONData - The physics data object (a JSON file). * @param {number} format - The format of the physics data. */ addPhysicsData: function (key, url, JSONData, format) { this._cache.physics[key] = { url: url, data: JSONData, format: format }; this._resolveURL(url, this._cache.physics[key]); }, /** * Add a new tilemap to the Cache. * * @method Phaser.Cache#addTilemap * @param {string} key - The key that this asset will be stored in the cache under. This should be unique within this cache. * @param {string} url - The URL the asset was loaded from. If the asset was not loaded externally set to `null`. * @param {object} mapData - The tilemap data object (either a CSV or JSON file). * @param {number} format - The format of the tilemap data. */ addTilemap: function (key, url, mapData, format) { this._cache.tilemap[key] = { url: url, data: mapData, format: format }; this._resolveURL(url, this._cache.tilemap[key]); }, /** * Add a binary object in to the cache. * * @method Phaser.Cache#addBinary * @param {string} key - The key that this asset will be stored in the cache under. This should be unique within this cache. * @param {object} binaryData - The binary object to be added to the cache. */ addBinary: function (key, binaryData) { this._cache.binary[key] = binaryData; }, /** * Add a BitmapData object to the cache. * * @method Phaser.Cache#addBitmapData * @param {string} key - The key that this asset will be stored in the cache under. This should be unique within this cache. * @param {Phaser.BitmapData} bitmapData - The BitmapData object to be addded to the cache. * @param {Phaser.FrameData|null} [frameData=(auto create)] - Optional FrameData set associated with the given BitmapData. If not specified (or `undefined`) a new FrameData object is created containing the Bitmap's Frame. If `null` is supplied then no FrameData will be created. * @return {Phaser.BitmapData} The BitmapData object to be addded to the cache. */ addBitmapData: function (key, bitmapData, frameData) { bitmapData.key = key; if (frameData === undefined) { frameData = new Phaser.FrameData(); frameData.addFrame(bitmapData.textureFrame); } this._cache.bitmapData[key] = { data: bitmapData, frameData: frameData }; return bitmapData; }, /** * Add a new Bitmap Font to the Cache. * * @method Phaser.Cache#addBitmapFont * @param {string} key - The key that this asset will be stored in the cache under. This should be unique within this cache. * @param {string} url - The URL the asset was loaded from. If the asset was not loaded externally set to `null`. * @param {object} data - Extra font data. * @param {object} atlasData - Texture atlas frames data. * @param {string} [atlasType='xml'] - The format of the texture atlas ( 'json' or 'xml' ). * @param {number} [xSpacing=0] - If you'd like to add additional horizontal spacing between the characters then set the pixel value here. * @param {number} [ySpacing=0] - If you'd like to add additional vertical spacing between the lines then set the pixel value here. */ addBitmapFont: function (key, url, data, atlasData, atlasType, xSpacing, ySpacing) { var obj = { url: url, data: data, font: null, base: new PIXI.BaseTexture(data) }; if (xSpacing === undefined) { xSpacing = 0; } if (ySpacing === undefined) { ySpacing = 0; } if (atlasType === 'json') { obj.font = Phaser.LoaderParser.jsonBitmapFont(atlasData, obj.base, xSpacing, ySpacing); } else { obj.font = Phaser.LoaderParser.xmlBitmapFont(atlasData, obj.base, xSpacing, ySpacing); } this._cache.bitmapFont[key] = obj; this._resolveURL(url, obj); }, /** * Add a new json object into the cache. * * @method Phaser.Cache#addJSON * @param {string} key - The key that this asset will be stored in the cache under. This should be unique within this cache. * @param {string} url - The URL the asset was loaded from. If the asset was not loaded externally set to `null`. * @param {object} data - Extra json data. */ addJSON: function (key, url, data) { this._cache.json[key] = { url: url, data: data }; this._resolveURL(url, this._cache.json[key]); }, /** * Add a new xml object into the cache. * * @method Phaser.Cache#addXML * @param {string} key - The key that this asset will be stored in the cache under. This should be unique within this cache. * @param {string} url - The URL the asset was loaded from. If the asset was not loaded externally set to `null`. * @param {object} data - Extra text data. */ addXML: function (key, url, data) { this._cache.xml[key] = { url: url, data: data }; this._resolveURL(url, this._cache.xml[key]); }, /** * Adds a Video file into the Cache. The file must have already been loaded, typically via Phaser.Loader. * * @method Phaser.Cache#addVideo * @param {string} key - The key that this asset will be stored in the cache under. This should be unique within this cache. * @param {string} url - The URL the asset was loaded from. If the asset was not loaded externally set to `null`. * @param {object} data - Extra video data. * @param {boolean} isBlob - True if the file was preloaded via xhr and the data parameter is a Blob. false if a Video tag was created instead. */ addVideo: function (key, url, data, isBlob) { this._cache.video[key] = { url: url, data: data, isBlob: isBlob, locked: true }; this._resolveURL(url, this._cache.video[key]); }, /** * Adds a Fragment Shader in to the Cache. The file must have already been loaded, typically via Phaser.Loader. * * @method Phaser.Cache#addShader * @param {string} key - The key that this asset will be stored in the cache under. This should be unique within this cache. * @param {string} url - The URL the asset was loaded from. If the asset was not loaded externally set to `null`. * @param {object} data - Extra shader data. */ addShader: function (key, url, data) { this._cache.shader[key] = { url: url, data: data }; this._resolveURL(url, this._cache.shader[key]); }, /** * Add a new Phaser.RenderTexture in to the cache. * * @method Phaser.Cache#addRenderTexture * @param {string} key - The key that this asset will be stored in the cache under. This should be unique within this cache. * @param {Phaser.RenderTexture} texture - The texture to use as the base of the RenderTexture. */ addRenderTexture: function (key, texture) { this._cache.renderTexture[key] = { texture: texture, frame: new Phaser.Frame(0, 0, 0, texture.width, texture.height, '', '') }; }, /** * Add a new sprite sheet in to the cache. * * @method Phaser.Cache#addSpriteSheet * @param {string} key - The key that this asset will be stored in the cache under. This should be unique within this cache. * @param {string} url - The URL the asset was loaded from. If the asset was not loaded externally set to `null`. * @param {object} data - Extra sprite sheet data. * @param {number} frameWidth - Width of the sprite sheet. * @param {number} frameHeight - Height of the sprite sheet. * @param {number} [frameMax=-1] - How many frames stored in the sprite sheet. If -1 then it divides the whole sheet evenly. * @param {number} [margin=0] - If the frames have been drawn with a margin, specify the amount here. * @param {number} [spacing=0] - If the frames have been drawn with spacing between them, specify the amount here. */ addSpriteSheet: function (key, url, data, frameWidth, frameHeight, frameMax, margin, spacing) { if (frameMax === undefined) { frameMax = -1; } if (margin === undefined) { margin = 0; } if (spacing === undefined) { spacing = 0; } var obj = { key: key, url: url, data: data, frameWidth: frameWidth, frameHeight: frameHeight, margin: margin, spacing: spacing, base: new PIXI.BaseTexture(data), frameData: Phaser.AnimationParser.spriteSheet(this.game, data, frameWidth, frameHeight, frameMax, margin, spacing) }; this._cache.image[key] = obj; this._resolveURL(url, obj); }, /** * Add a new texture atlas to the Cache. * * @method Phaser.Cache#addTextureAtlas * @param {string} key - The key that this asset will be stored in the cache under. This should be unique within this cache. * @param {string} url - The URL the asset was loaded from. If the asset was not loaded externally set to `null`. * @param {object} data - Extra texture atlas data. * @param {object} atlasData - Texture atlas frames data. * @param {number} format - The format of the texture atlas. */ addTextureAtlas: function (key, url, data, atlasData, format) { var obj = { key: key, url: url, data: data, base: new PIXI.BaseTexture(data) }; if (format === Phaser.Loader.TEXTURE_ATLAS_XML_STARLING) { obj.frameData = Phaser.AnimationParser.XMLData(this.game, atlasData, key); } else if (format === Phaser.Loader.TEXTURE_ATLAS_JSON_PYXEL) { obj.frameData = Phaser.AnimationParser.JSONDataPyxel(this.game, atlasData, key); } else { // Let's just work it out from the frames array if (Array.isArray(atlasData.frames)) { obj.frameData = Phaser.AnimationParser.JSONData(this.game, atlasData, key); } else { obj.frameData = Phaser.AnimationParser.JSONDataHash(this.game, atlasData, key); } } this._cache.image[key] = obj; this._resolveURL(url, obj); }, //////////////////////////// // Sound Related Methods // //////////////////////////// /** * Reload a Sound file from the server. * * @method Phaser.Cache#reloadSound * @param {string} key - The key of the asset within the cache. */ reloadSound: function (key) { var _this = this; var sound = this.getSound(key); if (sound) { sound.data.src = sound.url; sound.data.addEventListener('canplaythrough', function () { return _this.reloadSoundComplete(key); }, false); sound.data.load(); } }, /** * Fires the onSoundUnlock event when the sound has completed reloading. * * @method Phaser.Cache#reloadSoundComplete * @param {string} key - The key of the asset within the cache. */ reloadSoundComplete: function (key) { var sound = this.getSound(key); if (sound) { sound.locked = false; this.onSoundUnlock.dispatch(key); } }, /** * Updates the sound object in the cache. * * @method Phaser.Cache#updateSound * @param {string} key - The key of the asset within the cache. */ updateSound: function (key, property, value) { var sound = this.getSound(key); if (sound) { sound[property] = value; } }, /** * Add a new decoded sound. * * @method Phaser.Cache#decodedSound * @param {string} key - The key of the asset within the cache. * @param {object} data - Extra sound data. */ decodedSound: function (key, data) { var sound = this.getSound(key); sound.data = data; sound.decoded = true; sound.isDecoding = false; }, /** * Check if the given sound has finished decoding. * * @method Phaser.Cache#isSoundDecoded * @param {string} key - The key of the asset within the cache. * @return {boolean} The decoded state of the Sound object. */ isSoundDecoded: function (key) { var sound = this.getItem(key, Phaser.Cache.SOUND, 'isSoundDecoded'); if (sound) { return sound.decoded; } }, /** * Check if the given sound is ready for playback. * A sound is considered ready when it has finished decoding and the device is no longer touch locked. * * @method Phaser.Cache#isSoundReady * @param {string} key - The key of the asset within the cache. * @return {boolean} True if the sound is decoded and the device is not touch locked. */ isSoundReady: function (key) { var sound = this.getItem(key, Phaser.Cache.SOUND, 'isSoundDecoded'); if (sound) { return (sound.decoded && !this.game.sound.touchLocked); } }, //////////////////////// // Check Key Methods // //////////////////////// /** * Checks if a key for the given cache object type exists. * * @method Phaser.Cache#checkKey * @param {integer} cache - The cache to search. One of the Cache consts such as `Phaser.Cache.IMAGE` or `Phaser.Cache.SOUND`. * @param {string} key - The key of the asset within the cache. * @return {boolean} True if the key exists, otherwise false. */ checkKey: function (cache, key) { if (this._cacheMap[cache][key]) { return true; } return false; }, /** * Checks if the given URL has been loaded into the Cache. * This method will only work if Cache.autoResolveURL was set to `true` before any preloading took place. * The method will make a DOM src call to the URL given, so please be aware of this for certain file types, such as Sound files on Firefox * which may cause double-load instances. * * @method Phaser.Cache#checkURL * @param {string} url - The url to check for in the cache. * @return {boolean} True if the url exists, otherwise false. */ checkURL: function (url) { if (this._urlMap[this._resolveURL(url)]) { return true; } return false; }, /** * Checks if the given key exists in the Canvas Cache. * * @method Phaser.Cache#checkCanvasKey * @param {string} key - The key of the asset within the cache. * @return {boolean} True if the key exists in the cache, otherwise false. */ checkCanvasKey: function (key) { return this.checkKey(Phaser.Cache.CANVAS, key); }, /** * Checks if the given key exists in the Image Cache. Note that this also includes Texture Atlases, Sprite Sheets and Retro Fonts. * * @method Phaser.Cache#checkImageKey * @param {string} key - The key of the asset within the cache. * @return {boolean} True if the key exists in the cache, otherwise false. */ checkImageKey: function (key) { return this.checkKey(Phaser.Cache.IMAGE, key); }, /** * Checks if the given key exists in the Texture Cache. * * @method Phaser.Cache#checkTextureKey * @param {string} key - The key of the asset within the cache. * @return {boolean} True if the key exists in the cache, otherwise false. */ checkTextureKey: function (key) { return this.checkKey(Phaser.Cache.TEXTURE, key); }, /** * Checks if the given key exists in the Sound Cache. * * @method Phaser.Cache#checkSoundKey * @param {string} key - The key of the asset within the cache. * @return {boolean} True if the key exists in the cache, otherwise false. */ checkSoundKey: function (key) { return this.checkKey(Phaser.Cache.SOUND, key); }, /** * Checks if the given key exists in the Text Cache. * * @method Phaser.Cache#checkTextKey * @param {string} key - The key of the asset within the cache. * @return {boolean} True if the key exists in the cache, otherwise false. */ checkTextKey: function (key) { return this.checkKey(Phaser.Cache.TEXT, key); }, /** * Checks if the given key exists in the Physics Cache. * * @method Phaser.Cache#checkPhysicsKey * @param {string} key - The key of the asset within the cache. * @return {boolean} True if the key exists in the cache, otherwise false. */ checkPhysicsKey: function (key) { return this.checkKey(Phaser.Cache.PHYSICS, key); }, /** * Checks if the given key exists in the Tilemap Cache. * * @method Phaser.Cache#checkTilemapKey * @param {string} key - The key of the asset within the cache. * @return {boolean} True if the key exists in the cache, otherwise false. */ checkTilemapKey: function (key) { return this.checkKey(Phaser.Cache.TILEMAP, key); }, /** * Checks if the given key exists in the Binary Cache. * * @method Phaser.Cache#checkBinaryKey * @param {string} key - The key of the asset within the cache. * @return {boolean} True if the key exists in the cache, otherwise false. */ checkBinaryKey: function (key) { return this.checkKey(Phaser.Cache.BINARY, key); }, /** * Checks if the given key exists in the BitmapData Cache. * * @method Phaser.Cache#checkBitmapDataKey * @param {string} key - The key of the asset within the cache. * @return {boolean} True if the key exists in the cache, otherwise false. */ checkBitmapDataKey: function (key) { return this.checkKey(Phaser.Cache.BITMAPDATA, key); }, /** * Checks if the given key exists in the BitmapFont Cache. * * @method Phaser.Cache#checkBitmapFontKey * @param {string} key - The key of the asset within the cache. * @return {boolean} True if the key exists in the cache, otherwise false. */ checkBitmapFontKey: function (key) { return this.checkKey(Phaser.Cache.BITMAPFONT, key); }, /** * Checks if the given key exists in the JSON Cache. * * @method Phaser.Cache#checkJSONKey * @param {string} key - The key of the asset within the cache. * @return {boolean} True if the key exists in the cache, otherwise false. */ checkJSONKey: function (key) { return this.checkKey(Phaser.Cache.JSON, key); }, /** * Checks if the given key exists in the XML Cache. * * @method Phaser.Cache#checkXMLKey * @param {string} key - The key of the asset within the cache. * @return {boolean} True if the key exists in the cache, otherwise false. */ checkXMLKey: function (key) { return this.checkKey(Phaser.Cache.XML, key); }, /** * Checks if the given key exists in the Video Cache. * * @method Phaser.Cache#checkVideoKey * @param {string} key - The key of the asset within the cache. * @return {boolean} True if the key exists in the cache, otherwise false. */ checkVideoKey: function (key) { return this.checkKey(Phaser.Cache.VIDEO, key); }, /** * Checks if the given key exists in the Fragment Shader Cache. * * @method Phaser.Cache#checkShaderKey * @param {string} key - The key of the asset within the cache. * @return {boolean} True if the key exists in the cache, otherwise false. */ checkShaderKey: function (key) { return this.checkKey(Phaser.Cache.SHADER, key); }, /** * Checks if the given key exists in the Render Texture Cache. * * @method Phaser.Cache#checkRenderTextureKey * @param {string} key - The key of the asset within the cache. * @return {boolean} True if the key exists in the cache, otherwise false. */ checkRenderTextureKey: function (key) { return this.checkKey(Phaser.Cache.RENDER_TEXTURE, key); }, //////////////// // Get Items // //////////////// /** * Get an item from a cache based on the given key and property. * * This method is mostly used internally by other Cache methods such as `getImage` but is exposed * publicly for your own use as well. * * @method Phaser.Cache#getItem * @param {string} key - The key of the asset within the cache. * @param {integer} cache - The cache to search. One of the Cache consts such as `Phaser.Cache.IMAGE` or `Phaser.Cache.SOUND`. * @param {string} [method] - The string name of the method calling getItem. Can be empty, in which case no console warning is output. * @param {string} [property] - If you require a specific property from the cache item, specify it here. * @return {object} The cached item if found, otherwise `null`. If the key is invalid and `method` is set then a console.warn is output. */ getItem: function (key, cache, method, property) { if (!this.checkKey(cache, key)) { if (method) { console.warn('Phaser.Cache.' + method + ': Key "' + key + '" not found in Cache.'); } } else { if (property === undefined) { return this._cacheMap[cache][key]; } else { return this._cacheMap[cache][key][property]; } } return null; }, /** * Gets a Canvas object from the cache. * * The object is looked-up based on the key given. * * Note: If the object cannot be found a `console.warn` message is displayed. * * @method Phaser.Cache#getCanvas * @param {string} key - The key of the asset to retrieve from the cache. * @return {object} The canvas object or `null` if no item could be found matching the given key. */ getCanvas: function (key) { return this.getItem(key, Phaser.Cache.CANVAS, 'getCanvas', 'canvas'); }, /** * Gets a Image object from the cache. This returns a DOM Image object, not a Phaser.Image object. * * The object is looked-up based on the key given. * * Note: If the object cannot be found a `console.warn` message is displayed. * * Only the Image cache is searched, which covers images loaded via Loader.image, Sprite Sheets and Texture Atlases. * * If you need the image used by a bitmap font or similar then please use those respective 'get' methods. * * @method Phaser.Cache#getImage * @param {string} [key] - The key of the asset to retrieve from the cache. If not given or null it will return a default image. If given but not found in the cache it will throw a warning and return the missing image. * @param {boolean} [full=false] - If true the full image object will be returned, if false just the HTML Image object is returned. * @return {Image} The Image object if found in the Cache, otherwise `null`. If `full` was true then a JavaScript object is returned. */ getImage: function (key, full) { if (key === undefined || key === null) { key = '__default'; } if (full === undefined) { full = false; } var img = this.getItem(key, Phaser.Cache.IMAGE, 'getImage'); if (img === null) { img = this.getItem('__missing', Phaser.Cache.IMAGE, 'getImage'); } if (full) { return img; } else { return img.data; } }, /** * Get a single texture frame by key. * * You'd only do this to get the default Frame created for a non-atlas / spritesheet image. * * @method Phaser.Cache#getTextureFrame * @param {string} key - The key of the asset to retrieve from the cache. * @return {Phaser.Frame} The frame data. */ getTextureFrame: function (key) { return this.getItem(key, Phaser.Cache.TEXTURE, 'getTextureFrame', 'frame'); }, /** * Gets a Phaser.Sound object from the cache. * * The object is looked-up based on the key given. * * Note: If the object cannot be found a `console.warn` message is displayed. * * @method Phaser.Cache#getSound * @param {string} key - The key of the asset to retrieve from the cache. * @return {Phaser.Sound} The sound object. */ getSound: function (key) { return this.getItem(key, Phaser.Cache.SOUND, 'getSound'); }, /** * Gets a raw Sound data object from the cache. * * The object is looked-up based on the key given. * * Note: If the object cannot be found a `console.warn` message is displayed. * * @method Phaser.Cache#getSoundData * @param {string} key - The key of the asset to retrieve from the cache. * @return {object} The sound data. */ getSoundData: function (key) { return this.getItem(key, Phaser.Cache.SOUND, 'getSoundData', 'data'); }, /** * Gets a Text object from the cache. * * The object is looked-up based on the key given. * * Note: If the object cannot be found a `console.warn` message is displayed. * * @method Phaser.Cache#getText * @param {string} key - The key of the asset to retrieve from the cache. * @return {object} The text data. */ getText: function (key) { return this.getItem(key, Phaser.Cache.TEXT, 'getText', 'data'); }, /** * Gets a Physics Data object from the cache. * * The object is looked-up based on the key given. * * Note: If the object cannot be found a `console.warn` message is displayed. * * You can get either the entire data set, a single object or a single fixture of an object from it. * * @method Phaser.Cache#getPhysicsData * @param {string} key - The key of the asset to retrieve from the cache. * @param {string} [object=null] - If specified it will return just the physics object that is part of the given key, if null it will return them all. * @param {string} fixtureKey - Fixture key of fixture inside an object. This key can be set per fixture with the Phaser Exporter. * @return {object} The requested physics object data if found. */ getPhysicsData: function (key, object, fixtureKey) { var data = this.getItem(key, Phaser.Cache.PHYSICS, 'getPhysicsData', 'data'); if (data === null || object === undefined || object === null) { return data; } else { if (data[object]) { var fixtures = data[object]; // Try to find a fixture by its fixture key if given if (fixtures && fixtureKey) { for (var fixture in fixtures) { // This contains the fixture data of a polygon or a circle fixture = fixtures[fixture]; // Test the key if (fixture.fixtureKey === fixtureKey) { return fixture; } } // We did not find the requested fixture console.warn('Phaser.Cache.getPhysicsData: Could not find given fixtureKey: "' + fixtureKey + ' in ' + key + '"'); } else { return fixtures; } } else { console.warn('Phaser.Cache.getPhysicsData: Invalid key/object: "' + key + ' / ' + object + '"'); } } return null; }, /** * Gets a raw Tilemap data object from the cache. This will be in either CSV or JSON format. * * The object is looked-up based on the key given. * * Note: If the object cannot be found a `console.warn` message is displayed. * * @method Phaser.Cache#getTilemapData * @param {string} key - The key of the asset to retrieve from the cache. * @return {object} The raw tilemap data in CSV or JSON format. */ getTilemapData: function (key) { return this.getItem(key, Phaser.Cache.TILEMAP, 'getTilemapData'); }, /** * Gets a binary object from the cache. * * The object is looked-up based on the key given. * * Note: If the object cannot be found a `console.warn` message is displayed. * * @method Phaser.Cache#getBinary * @param {string} key - The key of the asset to retrieve from the cache. * @return {object} The binary data object. */ getBinary: function (key) { return this.getItem(key, Phaser.Cache.BINARY, 'getBinary'); }, /** * Gets a BitmapData object from the cache. * * The object is looked-up based on the key given. * * Note: If the object cannot be found a `console.warn` message is displayed. * * @method Phaser.Cache#getBitmapData * @param {string} key - The key of the asset to retrieve from the cache. * @return {Phaser.BitmapData} The requested BitmapData object if found, or null if not. */ getBitmapData: function (key) { return this.getItem(key, Phaser.Cache.BITMAPDATA, 'getBitmapData', 'data'); }, /** * Gets a Bitmap Font object from the cache. * * The object is looked-up based on the key given. * * Note: If the object cannot be found a `console.warn` message is displayed. * * @method Phaser.Cache#getBitmapFont * @param {string} key - The key of the asset to retrieve from the cache. * @return {Phaser.BitmapFont} The requested BitmapFont object if found, or null if not. */ getBitmapFont: function (key) { return this.getItem(key, Phaser.Cache.BITMAPFONT, 'getBitmapFont'); }, /** * Gets a JSON object from the cache. * * The object is looked-up based on the key given. * * Note: If the object cannot be found a `console.warn` message is displayed. * * You can either return the object by reference (the default), or return a clone * of it by setting the `clone` argument to `true`. * * @method Phaser.Cache#getJSON * @param {string} key - The key of the asset to retrieve from the cache. * @param {boolean} [clone=false] - Return a clone of the original object (true) or a reference to it? (false) * @return {object} The JSON object. */ getJSON: function (key, clone) { var data = this.getItem(key, Phaser.Cache.JSON, 'getJSON', 'data'); if (data) { if (clone) { return Phaser.Utils.extend(true, data); } else { return data; } } else { return null; } }, /** * Gets an XML object from the cache. * * The object is looked-up based on the key given. * * Note: If the object cannot be found a `console.warn` message is displayed. * * @method Phaser.Cache#getXML * @param {string} key - The key of the asset to retrieve from the cache. * @return {object} The XML object. */ getXML: function (key) { return this.getItem(key, Phaser.Cache.XML, 'getXML', 'data'); }, /** * Gets a Phaser.Video object from the cache. * * The object is looked-up based on the key given. * * Note: If the object cannot be found a `console.warn` message is displayed. * * @method Phaser.Cache#getVideo * @param {string} key - The key of the asset to retrieve from the cache. * @return {Phaser.Video} The video object. */ getVideo: function (key) { return this.getItem(key, Phaser.Cache.VIDEO, 'getVideo'); }, /** * Gets a fragment shader object from the cache. * * The object is looked-up based on the key given. * * Note: If the object cannot be found a `console.warn` message is displayed. * * @method Phaser.Cache#getShader * @param {string} key - The key of the asset to retrieve from the cache. * @return {string} The shader object. */ getShader: function (key) { return this.getItem(key, Phaser.Cache.SHADER, 'getShader', 'data'); }, /** * Gets a RenderTexture object from the cache. * * The object is looked-up based on the key given. * * Note: If the object cannot be found a `console.warn` message is displayed. * * @method Phaser.Cache#getRenderTexture * @param {string} key - The key of the asset to retrieve from the cache. * @return {Object} The object with Phaser.RenderTexture and Phaser.Frame. */ getRenderTexture: function (key) { return this.getItem(key, Phaser.Cache.RENDER_TEXTURE, 'getRenderTexture'); }, //////////////////////////// // Frame Related Methods // //////////////////////////// /** * Gets a PIXI.BaseTexture by key from the given Cache. * * @method Phaser.Cache#getBaseTexture * @param {string} key - Asset key of the image for which you want the BaseTexture for. * @param {integer} [cache=Phaser.Cache.IMAGE] - The cache to search for the item in. * @return {PIXI.BaseTexture} The BaseTexture object. */ getBaseTexture: function (key, cache) { if (cache === undefined) { cache = Phaser.Cache.IMAGE; } return this.getItem(key, cache, 'getBaseTexture', 'base'); }, /** * Get a single frame by key. You'd only do this to get the default Frame created for a non-atlas/spritesheet image. * * @method Phaser.Cache#getFrame * @param {string} key - Asset key of the frame data to retrieve from the Cache. * @param {integer} [cache=Phaser.Cache.IMAGE] - The cache to search for the item in. * @return {Phaser.Frame} The frame data. */ getFrame: function (key, cache) { if (cache === undefined) { cache = Phaser.Cache.IMAGE; } return this.getItem(key, cache, 'getFrame', 'frame'); }, /** * Get the total number of frames contained in the FrameData object specified by the given key. * * @method Phaser.Cache#getFrameCount * @param {string} key - Asset key of the FrameData you want. * @param {integer} [cache=Phaser.Cache.IMAGE] - The cache to search for the item in. * @return {number} Then number of frames. 0 if the image is not found. */ getFrameCount: function (key, cache) { var data = this.getFrameData(key, cache); if (data) { return data.total; } else { return 0; } }, /** * Gets a Phaser.FrameData object from the Image Cache. * * The object is looked-up based on the key given. * * Note: If the object cannot be found a `console.warn` message is displayed. * * @method Phaser.Cache#getFrameData * @param {string} key - Asset key of the frame data to retrieve from the Cache. * @param {integer} [cache=Phaser.Cache.IMAGE] - The cache to search for the item in. * @return {Phaser.FrameData} The frame data. */ getFrameData: function (key, cache) { if (cache === undefined) { cache = Phaser.Cache.IMAGE; } return this.getItem(key, cache, 'getFrameData', 'frameData'); }, /** * Check if the FrameData for the given key exists in the Image Cache. * * @method Phaser.Cache#hasFrameData * @param {string} key - Asset key of the frame data to retrieve from the Cache. * @param {integer} [cache=Phaser.Cache.IMAGE] - The cache to search for the item in. * @return {boolean} True if the given key has frameData in the cache, otherwise false. */ hasFrameData: function (key, cache) { if (cache === undefined) { cache = Phaser.Cache.IMAGE; } return (this.getItem(key, cache, '', 'frameData') !== null); }, /** * Replaces a set of frameData with a new Phaser.FrameData object. * * @method Phaser.Cache#updateFrameData * @param {string} key - The unique key by which you will reference this object. * @param {number} frameData - The new FrameData. * @param {integer} [cache=Phaser.Cache.IMAGE] - The cache to search. One of the Cache consts such as `Phaser.Cache.IMAGE` or `Phaser.Cache.SOUND`. */ updateFrameData: function (key, frameData, cache) { if (cache === undefined) { cache = Phaser.Cache.IMAGE; } if (this._cacheMap[cache][key]) { this._cacheMap[cache][key].frameData = frameData; } }, /** * Get a single frame out of a frameData set by key. * * @method Phaser.Cache#getFrameByIndex * @param {string} key - Asset key of the frame data to retrieve from the Cache. * @param {number} index - The index of the frame you want to get. * @param {integer} [cache=Phaser.Cache.IMAGE] - The cache to search. One of the Cache consts such as `Phaser.Cache.IMAGE` or `Phaser.Cache.SOUND`. * @return {Phaser.Frame} The frame object. */ getFrameByIndex: function (key, index, cache) { var data = this.getFrameData(key, cache); if (data) { return data.getFrame(index); } else { return null; } }, /** * Get a single frame out of a frameData set by key. * * @method Phaser.Cache#getFrameByName * @param {string} key - Asset key of the frame data to retrieve from the Cache. * @param {string} name - The name of the frame you want to get. * @param {integer} [cache=Phaser.Cache.IMAGE] - The cache to search. One of the Cache consts such as `Phaser.Cache.IMAGE` or `Phaser.Cache.SOUND`. * @return {Phaser.Frame} The frame object. */ getFrameByName: function (key, name, cache) { var data = this.getFrameData(key, cache); if (data) { return data.getFrameByName(name); } else { return null; } }, /** * Gets a PIXI.Texture by key from the PIXI.TextureCache. * * If the texture isn't found in the cache, then it searches the Phaser Image Cache and * creates a new PIXI.Texture object which is then returned. * * @method Phaser.Cache#getPixiTexture * @deprecated * @param {string} key - Asset key of the Texture to retrieve from the Cache. * @return {PIXI.Texture} The Texture object. */ getPixiTexture: function (key) { if (PIXI.TextureCache[key]) { return PIXI.TextureCache[key]; } else { var base = this.getPixiBaseTexture(key); if (base) { return new PIXI.Texture(base); } else { return null; } } }, /** * Gets a PIXI.BaseTexture by key from the PIXI.BaseTextureCache. * * If the texture isn't found in the cache, then it searches the Phaser Image Cache. * * @method Phaser.Cache#getPixiBaseTexture * @deprecated * @param {string} key - Asset key of the BaseTexture to retrieve from the Cache. * @return {PIXI.BaseTexture} The BaseTexture object or null if not found. */ getPixiBaseTexture: function (key) { if (PIXI.BaseTextureCache[key]) { return PIXI.BaseTextureCache[key]; } else { var img = this.getItem(key, Phaser.Cache.IMAGE, 'getPixiBaseTexture'); if (img !== null) { return img.base; } else { return null; } } }, /** * Get a cached object by the URL. * This only returns a value if you set Cache.autoResolveURL to `true` *before* starting the preload of any assets. * Be aware that every call to this function makes a DOM src query, so use carefully and double-check for implications in your target browsers/devices. * * @method Phaser.Cache#getURL * @param {string} url - The url for the object loaded to get from the cache. * @return {object} The cached object. */ getURL: function (url) { var url = this._resolveURL(url); if (url) { return this._urlMap[url]; } else { console.warn('Phaser.Cache.getUrl: Invalid url: "' + url + '" or Cache.autoResolveURL was false'); return null; } }, /** * Gets all keys used in the requested Cache. * * @method Phaser.Cache#getKeys * @param {integer} [cache=Phaser.Cache.IMAGE] - The Cache you wish to get the keys from. Can be any of the Cache consts such as `Phaser.Cache.IMAGE`, `Phaser.Cache.SOUND` etc. * @return {Array} The array of keys in the requested cache. */ getKeys: function (cache) { if (cache === undefined) { cache = Phaser.Cache.IMAGE; } var out = []; if (this._cacheMap[cache]) { for (var key in this._cacheMap[cache]) { if (key !== '__default' && key !== '__missing') { out.push(key); } } } return out; }, ///////////////////// // Remove Methods // ///////////////////// /** * Removes a canvas from the cache. * * Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewhere * then it will persist in memory. * * @method Phaser.Cache#removeCanvas * @param {string} key - Key of the asset you want to remove. */ removeCanvas: function (key) { delete this._cache.canvas[key]; }, /** * Removes an image from the cache. * * You can optionally elect to destroy it as well. This calls BaseTexture.destroy on it. * * Note that this only removes it from the Phaser and PIXI Caches. If you still have references to the data elsewhere * then it will persist in memory. * * @method Phaser.Cache#removeImage * @param {string} key - Key of the asset you want to remove. * @param {boolean} [removeFromPixi=true] - Should this image also be destroyed? Removing it from the PIXI.BaseTextureCache? */ removeImage: function (key, removeFromPixi) { if (removeFromPixi === undefined) { removeFromPixi = true; } var img = this.getImage(key, true); if (removeFromPixi && img.base) { img.base.destroy(); } delete this._cache.image[key]; }, /** * Removes a sound from the cache. * * If any `Phaser.Sound` objects use the audio file in the cache that you remove with this method, they will * _automatically_ destroy themselves. If you wish to have full control over when Sounds are destroyed then * you must finish your house-keeping and destroy them all yourself first, before calling this method. * * Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewhere * then it will persist in memory. * * @method Phaser.Cache#removeSound * @param {string} key - Key of the asset you want to remove. */ removeSound: function (key) { delete this._cache.sound[key]; }, /** * Removes a text file from the cache. * * Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewhere * then it will persist in memory. * * @method Phaser.Cache#removeText * @param {string} key - Key of the asset you want to remove. */ removeText: function (key) { delete this._cache.text[key]; }, /** * Removes a physics data file from the cache. * * Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewhere * then it will persist in memory. * * @method Phaser.Cache#removePhysics * @param {string} key - Key of the asset you want to remove. */ removePhysics: function (key) { delete this._cache.physics[key]; }, /** * Removes a tilemap from the cache. * * Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewhere * then it will persist in memory. * * @method Phaser.Cache#removeTilemap * @param {string} key - Key of the asset you want to remove. */ removeTilemap: function (key) { delete this._cache.tilemap[key]; }, /** * Removes a binary file from the cache. * * Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewhere * then it will persist in memory. * * @method Phaser.Cache#removeBinary * @param {string} key - Key of the asset you want to remove. */ removeBinary: function (key) { delete this._cache.binary[key]; }, /** * Removes a bitmap data from the cache. * * Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewhere * then it will persist in memory. * * @method Phaser.Cache#removeBitmapData * @param {string} key - Key of the asset you want to remove. */ removeBitmapData: function (key) { delete this._cache.bitmapData[key]; }, /** * Removes a bitmap font from the cache. * * Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewhere * then it will persist in memory. * * @method Phaser.Cache#removeBitmapFont * @param {string} key - Key of the asset you want to remove. */ removeBitmapFont: function (key) { delete this._cache.bitmapFont[key]; }, /** * Removes a json object from the cache. * * Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewhere * then it will persist in memory. * * @method Phaser.Cache#removeJSON * @param {string} key - Key of the asset you want to remove. */ removeJSON: function (key) { delete this._cache.json[key]; }, /** * Removes a xml object from the cache. * * Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewhere * then it will persist in memory. * * @method Phaser.Cache#removeXML * @param {string} key - Key of the asset you want to remove. */ removeXML: function (key) { delete this._cache.xml[key]; }, /** * Removes a video from the cache. * * Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewhere * then it will persist in memory. * * @method Phaser.Cache#removeVideo * @param {string} key - Key of the asset you want to remove. */ removeVideo: function (key) { delete this._cache.video[key]; }, /** * Removes a shader from the cache. * * Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewhere * then it will persist in memory. * * @method Phaser.Cache#removeShader * @param {string} key - Key of the asset you want to remove. */ removeShader: function (key) { delete this._cache.shader[key]; }, /** * Removes a Render Texture from the cache. * * Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewhere * then it will persist in memory. * * @method Phaser.Cache#removeRenderTexture * @param {string} key - Key of the asset you want to remove. */ removeRenderTexture: function (key) { delete this._cache.renderTexture[key]; }, /** * Removes a Sprite Sheet from the cache. * * Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewhere * then it will persist in memory. * * @method Phaser.Cache#removeSpriteSheet * @param {string} key - Key of the asset you want to remove. */ removeSpriteSheet: function (key) { delete this._cache.spriteSheet[key]; }, /** * Removes a Texture Atlas from the cache. * * Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewhere * then it will persist in memory. * * @method Phaser.Cache#removeTextureAtlas * @param {string} key - Key of the asset you want to remove. */ removeTextureAtlas: function (key) { delete this._cache.atlas[key]; }, /** * Empties out all of the GL Textures from Images stored in the cache. * This is called automatically when the WebGL context is lost and then restored. * * @method Phaser.Cache#clearGLTextures * @protected */ clearGLTextures: function () { for (var key in this._cache.image) { this._cache.image[key].base._glTextures = []; } }, /** * Resolves a URL to its absolute form and stores it in Cache._urlMap as long as Cache.autoResolveURL is set to `true`. * This is then looked-up by the Cache.getURL and Cache.checkURL calls. * * @method Phaser.Cache#_resolveURL * @private * @param {string} url - The URL to resolve. This is appended to Loader.baseURL. * @param {object} [data] - The data associated with the URL to be stored to the URL Map. * @return {string} The resolved URL. */ _resolveURL: function (url, data) { if (!this.autoResolveURL) { return null; } this._urlResolver.src = this.game.load.baseURL + url; this._urlTemp = this._urlResolver.src; // Ensure no request is actually made this._urlResolver.src = ''; // Record the URL to the map if (data) { this._urlMap[this._urlTemp] = data; } return this._urlTemp; }, /** * Clears the cache. Removes every local cache object reference. * If an object in the cache has a `destroy` method it will also be called. * * @method Phaser.Cache#destroy */ destroy: function () { for (var i = 0; i < this._cacheMap.length; i++) { var cache = this._cacheMap[i]; for (var key in cache) { if (key !== '__default' && key !== '__missing') { if (cache[key]['destroy']) { cache[key].destroy(); } delete cache[key]; } } } this._urlMap = null; this._urlResolver = null; this._urlTemp = null; } }; Phaser.Cache.prototype.constructor = Phaser.Cache;