/** * @author Richard Davey * @copyright 2013 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} * @module Phaser.Cache */ /** * Phaser.Cache constructor. * * @class Phaser.Cache * @classdesc A game only has one instance of a Cache and it is used to store all externally loaded assets such * as images, sounds and data files as a result of Loader calls. Cache items use string based keys for look-up. * @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; /** * @property {object} game - Canvas key-value container. * @private */ this._canvases = {}; /** * @property {object} _images - Image key-value container. * @private */ this._images = {}; /** * @property {object} _textures - RenderTexture key-value container. * @private */ this._textures = {}; /** * @property {object} _sounds - Sound key-value container. * @private */ this._sounds = {}; /** * @property {object} _text - Text key-value container. * @private */ this._text = {}; /** * @property {object} _tilemaps - Tilemap key-value container. * @private */ this._tilemaps = {}; this.addDefaultImage(); /** * @property {Phaser.Signal} onSoundUnlock - Description. */ this.onSoundUnlock = new Phaser.Signal; }; Phaser.Cache.prototype = { /** * Add a new canvas. * @param {string} key - Asset key for this canvas. * @param {HTMLCanvasElement} canvas - Canvas DOM element. * @param {CanvasRenderingContext2D} context - Render context of this canvas. */ addCanvas: function (key, canvas, context) { this._canvases[key] = { canvas: canvas, context: context }; }, /** * Add a new canvas. * @param key {string} Asset key for this canvas. * @param canvas {RenderTexture} A RenderTexture. */ addRenderTexture: function (key, texture) { var frame = new Phaser.Animation.Frame(0, 0, 0, texture.width, texture.height, '', ''); this._textures[key] = { texture: texture, frame: frame }; }, /** * Add a new sprite sheet. * @param {string} key - Asset key for the sprite sheet. * @param {string} url - URL of this sprite sheet file. * @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 - How many frames stored in the sprite sheet. */ addSpriteSheet: function (key, url, data, frameWidth, frameHeight, frameMax) { this._images[key] = { url: url, data: data, spriteSheet: true, frameWidth: frameWidth, frameHeight: frameHeight }; PIXI.BaseTextureCache[key] = new PIXI.BaseTexture(data); PIXI.TextureCache[key] = new PIXI.Texture(PIXI.BaseTextureCache[key]); this._images[key].frameData = Phaser.Animation.Parser.spriteSheet(this.game, key, frameWidth, frameHeight, frameMax); }, /** * Add a new tilemap. * @param {string} key - Asset key for the texture atlas. * @param {string} url - URL of this texture atlas file. * @param {object} data - Extra texture atlas data. * @param {object} atlasData - Texture atlas frames data. */ addTilemap: function (key, url, data, mapData, format) { this._tilemaps[key] = { url: url, data: data, spriteSheet: true, mapData: mapData, format: format }; PIXI.BaseTextureCache[key] = new PIXI.BaseTexture(data); PIXI.TextureCache[key] = new PIXI.Texture(PIXI.BaseTextureCache[key]); }, /** * Add a new texture atlas. * @param {string} key - Asset key for the texture atlas. * @param {string} url - URL of this texture atlas file. * @param {object} data - Extra texture atlas data. * @param {object} atlasData - Texture atlas frames data. * @param {Description} format - Description. */ addTextureAtlas: function (key, url, data, atlasData, format) { this._images[key] = { url: url, data: data, spriteSheet: true }; PIXI.BaseTextureCache[key] = new PIXI.BaseTexture(data); PIXI.TextureCache[key] = new PIXI.Texture(PIXI.BaseTextureCache[key]); if (format == Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY) { this._images[key].frameData = Phaser.Animation.Parser.JSONData(this.game, atlasData, key); } else if (format == Phaser.Loader.TEXTURE_ATLAS_JSON_HASH) { this._images[key].frameData = Phaser.Animation.Parser.JSONDataHash(this.game, atlasData, key); } else if (format == Phaser.Loader.TEXTURE_ATLAS_XML_STARLING) { this._images[key].frameData = Phaser.Animation.Parser.XMLData(this.game, atlasData, key); } }, /** * Add a new Bitmap Font. * @param {string} key - Asset key for the font texture. * @param {string} url - URL of this font xml file. * @param {object} data - Extra font data. * @param xmlData {object} Texture atlas frames data. */ addBitmapFont: function (key, url, data, xmlData) { this._images[key] = { url: url, data: data, spriteSheet: true }; PIXI.BaseTextureCache[key] = new PIXI.BaseTexture(data); PIXI.TextureCache[key] = new PIXI.Texture(PIXI.BaseTextureCache[key]); Phaser.Loader.Parser.bitmapFont(this.game, xmlData, key); // this._images[key].frameData = Phaser.Animation.Parser.XMLData(this.game, xmlData, key); }, /** * Adds a default image to be used when a key is wrong / missing. * Is mapped to the key __default * @method addDefaultImage */ addDefaultImage: function () { this._images['__default'] = { url: null, data: null, spriteSheet: false }; this._images['__default'].frame = new Phaser.Animation.Frame(0, 0, 0, 32, 32, '', ''); var base = new PIXI.BaseTexture(); base.width = 32; base.height = 32; base.hasLoaded = true; // avoids a hanging event listener PIXI.BaseTextureCache['__default'] = base; PIXI.TextureCache['__default'] = new PIXI.Texture(base); }, /** * Add a new image. * @method addImage * @param {string} key - Asset key for the image. * @param {string} url - URL of this image file. * @param {object} data - Extra image data. */ addImage: function (key, url, data) { this._images[key] = { url: url, data: data, spriteSheet: false }; this._images[key].frame = new Phaser.Animation.Frame(0, 0, 0, data.width, data.height, '', ''); PIXI.BaseTextureCache[key] = new PIXI.BaseTexture(data); PIXI.TextureCache[key] = new PIXI.Texture(PIXI.BaseTextureCache[key]); }, /** * Add a new sound. * @method addSound * @param {string} key - Asset key for the sound. * @param {string} url - URL of this sound file. * @param {object} data - Extra sound data. */ addSound: function (key, url, data, webAudio, audioTag) { webAudio = webAudio || true; audioTag = audioTag || false; var locked = this.game.sound.touchLocked; var decoded = false; if (audioTag) { decoded = true; } this._sounds[key] = { url: url, data: data, isDecoding: false, decoded: decoded, webAudio: webAudio, audioTag: audioTag }; }, /** * Reload a sound. * @method reloadSound * @param {string} key - Asset key for the sound. */ reloadSound: function (key) { var _this = this; if (this._sounds[key]) { this._sounds[key].data.src = this._sounds[key].url; this._sounds[key].data.addEventListener('canplaythrough', function () { return _this.reloadSoundComplete(key); }, false); this._sounds[key].data.load(); } }, /** * Description. * @method reloadSoundComplete * @param {string} key - Asset key for the sound. */ reloadSoundComplete: function (key) { if (this._sounds[key]) { this._sounds[key].locked = false; this.onSoundUnlock.dispatch(key); } }, /** * Description. * @method updateSound * @param {string} key - Asset key for the sound. */ updateSound: function (key, property, value) { if (this._sounds[key]) { this._sounds[key][property] = value; } }, /** * Add a new decoded sound. * @param {string} key - Asset key for the sound. * @param {object} data - Extra sound data. */ decodedSound: function (key, data) { this._sounds[key].data = data; this._sounds[key].decoded = true; this._sounds[key].isDecoding = false; }, /** * Add a new text data. * @param {string} key - Asset key for the text data. * @param {string} url - URL of this text data file. * @param {object} data - Extra text data. */ addText: function (key, url, data) { this._text[key] = { url: url, data: data }; }, /** * Get canvas by key. * @param {string} key - Asset key of the canvas you want. * @return {object} The canvas you want. */ getCanvas: function (key) { if (this._canvases[key]) { return this._canvases[key].canvas; } return null; }, /** * Checks if an image key exists. * @param {string} key - Asset key of the image you want. * @return {bool} True if the key exists, otherwise false. */ checkImageKey: function (key) { if (this._images[key]) { return true; } return false; }, /** * Get image data by key. * @param {string} key - Asset key of the image you want. * @return {object} The image data you want. */ getImage: function (key) { if (this._images[key]) { return this._images[key].data; } return null; }, /** * Get tilemap data by key. * @param {string} key - Asset key of the tilemap you want. * @return {object} The tilemap data. The tileset image is in the data property, the map data in mapData. */ getTilemap: function (key) { if (this._tilemaps[key]) { return this._tilemaps[key]; } return null; }, /** * Get frame data by key. * @param {string} key - Asset key of the frame data you want. * @return {object} The frame data you want. */ getFrameData: function (key) { if (this._images[key] && this._images[key].frameData) { return this._images[key].frameData; } return null; }, /** * Get a single frame out of a frameData set by key. * @param {string} key - Asset key of the frame data you want. * @return {object} The frame data you want. */ getFrameByIndex: function (key, frame) { if (this._images[key] && this._images[key].frameData) { return this._images[key].frameData.getFrame(frame); } return null; }, /** * Get a single frame out of a frameData set by key. * @param {string} key - Asset key of the frame data you want. * @return {object} The frame data you want. */ getFrameByName: function (key, frame) { if (this._images[key] && this._images[key].frameData) { return this._images[key].frameData.getFrameByName(frame); } return null; }, /** * Get a single frame by key. You'd only do this to get the default Frame created for a non-atlas/spritesheet image. * @param {string} key - Asset key of the frame data you want. * @return {object} The frame data you want. */ getFrame: function (key) { if (this._images[key] && this._images[key].spriteSheet == false) { return this._images[key].frame; } return null; }, /** * Get a single frame by key. You'd only do this to get the default Frame created for a non-atlas/spritesheet image. * @param {string} key - Asset key of the frame data you want. * @return {object} The frame data you want. */ getTextureFrame: function (key) { if (this._textures[key]) { return this._textures[key].frame; } return null; }, /** * Get a RenderTexture by key. * @param {string} key - Asset key of the RenderTexture you want. * @return {object} The RenderTexture you want. */ getTexture: function (key) { if (this._textures[key]) { return this._textures[key]; } return null; }, /** * Get sound by key. * @param {string} key - Asset key of the sound you want. * @return {object} The sound you want. */ getSound: function (key) { if (this._sounds[key]) { return this._sounds[key]; } return null; }, /** * Get sound data by key. * @param {string} key - Asset key of the sound you want. * @return {object} The sound data you want. */ getSoundData: function (key) { if (this._sounds[key]) { return this._sounds[key].data; } return null; }, /** * Check whether an asset is decoded sound. * @param {string} key - Asset key of the sound you want. * @return {object} The sound data you want. */ isSoundDecoded: function (key) { if (this._sounds[key]) { return this._sounds[key].decoded; } }, /** * Check whether an asset is decoded sound. * @param {string} key - Asset key of the sound you want. * @return {object} The sound data you want. */ isSoundReady: function (key) { return (this._sounds[key] && this._sounds[key].decoded && this.game.sound.touchLocked == false); }, /** * Check whether an asset is sprite sheet. * @param {string} key - Asset key of the sprite sheet you want. * @return {object} The sprite sheet data you want. */ isSpriteSheet: function (key) { if (this._images[key]) { return this._images[key].spriteSheet; } return false; }, /** * Get text data by key. * @param {string} key - Asset key of the text data you want. * @return {object} The text data you want. */ getText: function (key) { if (this._text[key]) { return this._text[key].data; } return null; }, getKeys: function (array) { var output = []; for (var item in array) { if (item !== '__default') { output.push(item); } } return output; }, /** * Returns an array containing all of the keys of Images in the Cache. * @return {Array} The string based keys in the Cache. */ getImageKeys: function () { return this.getKeys(this._images); }, /** * Returns an array containing all of the keys of Sounds in the Cache. * @return {Array} The string based keys in the Cache. */ getSoundKeys: function () { return this.getKeys(this._sounds); }, /** * Returns an array containing all of the keys of Text Files in the Cache. * @return {Array} The string based keys in the Cache. */ getTextKeys: function () { return this.getKeys(this._text); }, /** * Description. * @method removeCanvas */ removeCanvas: function (key) { delete this._canvases[key]; }, /** * Description. * @method removeImage */ removeImage: function (key) { delete this._images[key]; }, /** * Description. * @method removeSound */ removeSound: function (key) { delete this._sounds[key]; }, /** * Description. * @method removeText */ removeText: function (key) { delete this._text[key]; }, /** * Clean up cache memory. * @method destroy */ destroy: function () { for (var item in this._canvases) { delete this._canvases[item['key']]; } for (var item in this._images) { delete this._images[item['key']]; } for (var item in this._sounds) { delete this._sounds[item['key']]; } for (var item in this._text) { delete this._text[item['key']]; } } };