/** * Cache * * 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. * * @package Phaser.Cache * @author Richard Davey * @copyright 2013 Photon Storm Ltd. * @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License */ Phaser.Cache = function (game) { this.game = game; this._canvases = {}; this._images = {}; this._sounds = {}; this._text = {}; this.addDefaultImage(); }; Phaser.Cache.prototype = { /** * Local reference to Game. */ game: null, /** * Canvas key-value container. * @type {object} * @private */ _canvases: {}, /** * Image key-value container. * @type {object} */ _images: {}, /** * Sound key-value container. * @type {object} */ _sounds: {}, /** * Text key-value container. * @type {object} */ _text: {}, /** * Add a new canvas. * @param key {string} Asset key for this canvas. * @param canvas {HTMLCanvasElement} Canvas DOM element. * @param context {CanvasRenderingContext2D} Render context of this canvas. */ addCanvas: function (key, canvas, context) { this._canvases[key] = { canvas: canvas, context: context }; }, /** * Add a new sprite sheet. * @param key {string} Asset key for the sprite sheet. * @param url {string} URL of this sprite sheet file. * @param data {object} Extra sprite sheet data. * @param frameWidth {number} Width of the sprite sheet. * @param frameHeight {number} Height of the sprite sheet. * @param frameMax {number} 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 texture atlas. * @param key {string} Asset key for the texture atlas. * @param url {string} URL of this texture atlas file. * @param data {object} Extra texture atlas data. * @param atlasData {object} Texture atlas frames data. */ 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); } }, /** * Adds a default image to be used when a key is wrong / missing. * Is mapped to the key __default */ addDefaultImage: function () { this._images['__default'] = { url: null, data: null, spriteSheet: false }; this._images['__default'].frame = new Phaser.Animation.Frame(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. * @param key {string} Asset key for the image. * @param url {string} URL of this image file. * @param data {object} 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, data.width, data.height, '', ''); PIXI.BaseTextureCache[key] = new PIXI.BaseTexture(data); PIXI.TextureCache[key] = new PIXI.Texture(PIXI.BaseTextureCache[key]); }, /** * Add a new sound. * @param key {string} Asset key for the sound. * @param url {string} URL of this sound file. * @param data {object} 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 }; }, 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(); } }, reloadSoundComplete: function (key) { if (this._sounds[key]) { this._sounds[key].locked = false; this.onSoundUnlock.dispatch(key); } }, updateSound: function (key, property, value) { if (this._sounds[key]) { this._sounds[key][property] = value; } }, /** * Add a new decoded sound. * @param key {string} Asset key for the sound. * @param data {object} 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 key {string} Asset key for the text data. * @param url {string} URL of this text data file. * @param data {object} Extra text data. */ addText: function (key, url, data) { this._text[key] = { url: url, data: data }; }, /** * Get canvas by key. * @param 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 key Asset key of the image you want. * @return {boolean} True if the key exists, otherwise false. */ checkImageKey: function (key) { if (this._images[key]) { return true; } return false; }, /** * Get image data by key. * @param 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 frame data by key. * @param 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 by key. You'd only do this to get the default Frame created for a non-atlas/spritesheet image. * @param 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 sound by key. * @param 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 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 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 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 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 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); }, removeCanvas: function (key) { delete this._canvases[key]; }, removeImage: function (key) { delete this._images[key]; }, removeSound: function (key) { delete this._sounds[key]; }, removeText: function (key) { delete this._text[key]; }, /** * Clean up cache memory. */ 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']]; } } };