/** * 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 progress and completion callbacks. */ Phaser.Loader = function (game) { this.game = game; this._xhr = new XMLHttpRequest(); this.onFileComplete = new Phaser.Signal; this.onFileError = new Phaser.Signal; this.onLoadStart = new Phaser.Signal; this.onLoadComplete = new Phaser.Signal; }; /** * TextureAtlas data format constants */ Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY = 0; Phaser.Loader.TEXTURE_ATLAS_JSON_HASH = 1; Phaser.Loader.TEXTURE_ATLAS_XML_STARLING = 2; Phaser.Loader.prototype = { /** * Local reference to Game. */ game: null, /** * Array stores assets keys. So you can get that asset by its unique key. */ _keys: [], /** * Contains all the assets file infos. */ _fileList: {}, /** * Indicates assets loading progress. (from 0 to 100) * @type {number} */ _progressChunk: 0, /** * An XMLHttpRequest object used for loading text and audio data * @type {XMLHttpRequest} */ _xhr: null, /** * Length of assets queue. * @type {number} */ queueSize: 0, /** * True if the Loader is in the process of loading the queue. * @type {bool} */ isLoading: false, /** * True if all assets in the queue have finished loading. * @type {bool} */ hasLoaded: false, /** * The Load progress percentage value (from 0 to 100) * @type {number} */ progress: 0, /** * The crossOrigin value applied to loaded images * @type {string} */ 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! * @type {string} */ baseURL: '', /** * Event Signals */ onFileComplete: null, onFileError: null, onLoadStart: null, onLoadComplete: null, /** * Check whether asset exists with a specific key. * @param key {string} Key of the asset you want to check. * @return {bool} Return true if exists, otherwise return false. */ checkKeyExists: function (key) { if (this._fileList[key]) { return true; } else { return false; } }, /** * Reset loader, this will remove all loaded assets. */ reset: function () { this.queueSize = 0; this.isLoading = false; }, /** * Internal function that adds a new entry to the file list. */ addToFileList: function (type, key, url, properties) { var entry = { type: type, key: key, url: url, data: null, error: false, loaded: false }; if (typeof properties !== "undefined") { for (var prop in properties) { entry[prop] = properties[prop]; } } this._fileList[key] = entry; this._keys.push(key); this.queueSize++; }, /** * Add an image to the Loader. * @param key {string} Unique asset key of this image file. * @param url {string} URL of image file. * @param overwrite {boolean} If an entry with a matching key already exists this will over-write it */ image: function (key, url, overwrite) { if (typeof overwrite === "undefined") { overwrite = false; } if (overwrite || this.checkKeyExists(key) == false) { this.addToFileList('image', key, url); } }, /** * Add a text file to the Loader. * @param key {string} Unique asset key of the text file. * @param url {string} URL of the text file. */ text: function (key, url, overwrite) { if (typeof overwrite === "undefined") { overwrite = false; } if (overwrite || this.checkKeyExists(key) == false) { this.addToFileList('text', key, url); } }, /** * 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. */ spritesheet: function (key, url, frameWidth, frameHeight, frameMax) { if (typeof frameMax === "undefined") { frameMax = -1; } if (this.checkKeyExists(key) === false) { this.addToFileList('spritesheet', key, url, { frameWidth: frameWidth, frameHeight: frameHeight, frameMax: frameMax }); } }, /** * 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 {bool} 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. */ audio: function (key, urls, autoDecode) { if (typeof autoDecode === "undefined") { autoDecode = true; } if (this.checkKeyExists(key) === false) { this.addToFileList('audio', key, urls, { buffer: null, autoDecode: autoDecode }); } }, atlasJSON: function (key, textureURL, atlasURL, atlasData) { if (typeof atlasURL === "undefined") { atlasURL = null; } if (typeof atlasData === "undefined") { atlasData = null; } this.atlas(key, textureURL, atlasURL, atlasData, Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY); }, atlasJSONHash: function (key, textureURL, atlasURL, atlasData) { if (typeof atlasURL === "undefined") { atlasURL = null; } if (typeof atlasData === "undefined") { atlasData = null; } this.atlas(key, textureURL, atlasURL, atlasData, Phaser.Loader.TEXTURE_ATLAS_JSON_HASH); }, atlasXML: function (key, textureURL, atlasURL, atlasData) { if (typeof atlasURL === "undefined") { atlasURL = null; } if (typeof atlasData === "undefined") { atlasData = null; } this.atlas(key, textureURL, atlasURL, atlasData, Phaser.Loader.TEXTURE_ATLAS_XML_STARLING); }, /** * 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. */ atlas: function (key, textureURL, atlasURL, atlasData, format) { if (typeof atlasURL === "undefined") { atlasURL = null; } if (typeof atlasData === "undefined") { atlasData = null; } if (typeof format === "undefined") { format = Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY; } if (this.checkKeyExists(key) === false) { // A URL to a json/xml file has been given if (atlasURL) { this.addToFileList('textureatlas', key, textureURL, { atlasURL: atlasURL, format: format }); } else { switch (format) { // A json string or object has been given case Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY: if (typeof atlasData === 'string') { atlasData = JSON.parse(atlasData); } break; // An xml string or object has been given case Phaser.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; } } break; } this.addToFileList('textureatlas', key, textureURL, { atlasURL: null, atlasData: atlasData, format: format }); } } }, /** * Remove loading request of a file. * @param key {string} Key of the file you want to remove. */ removeFile: function (key) { delete this._fileList[key]; }, /** * Remove all file loading requests. */ removeAll: function () { this._fileList = {}; }, /** * Load assets. */ 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. * @private */ loadFile: function () { var file = this._fileList[this._keys.shift()]; var _this = this; // Image or Data? 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) { // WebAudio or Audio Tag? 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; } }, 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. */ 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. */ fileComplete: function (key) { 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; var _this = this; 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 == Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY || file.format == Phaser.Loader.TEXTURE_ATLAS_JSON_HASH) { this._xhr.onload = function () { return _this.jsonLoadComplete(file.key); }; } else if (file.format == Phaser.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. */ 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. */ dataLoadError: function (key) { var file = this._fileList[key]; file.error = true; throw new Error("Phaser.Loader dataLoadError: " + key); this.nextFile(key, true); }, 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 {bool} Whether the previous asset loaded successfully or not. */ 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(); } } };