/// /** * 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. */ module Phaser { export class Loader { /** * Loader constructor * * @param game {Phaser.Game} Current game instance. * @param callback {function} This will be called when assets completely loaded. */ constructor(game: Game, callback) { this._game = game; this._gameCreateComplete = callback; this._keys = []; this._fileList = {}; this._xhr = new XMLHttpRequest(); this._queueSize = 0; } /** * Local private reference to game. */ private _game: Game; /** * Array stors assets keys. So you can get that asset by its unique key. */ private _keys: string[]; /** * Contains all the assets file infos. */ private _fileList; /** * Game initialial assets loading callback. */ private _gameCreateComplete; private _onComplete; private _onFileLoad; /** * Indicates assets loading progress. (from 0 to 100) * @type {number} */ private _progressChunk: number; private _xhr: XMLHttpRequest; /** * Length of assets queue. * @type {number} */ private _queueSize: number; /** * True if game is completely loaded. * @type {boolean} */ public hasLoaded: bool; /** * Loading progress (from 0 to 100) * @type {number} */ public progress: number; /** * The crossOrigin value applied to loaded images * @type {string} */ public crossOrigin: string = ''; /** * TextureAtlas data format constants */ public static TEXTURE_ATLAS_JSON_ARRAY: number = 0; public static TEXTURE_ATLAS_JSON_HASH: number = 1; public static TEXTURE_ATLAS_XML_STARLING: number = 2; /** * Reset loader, this will remove all loaded assets. */ public reset() { this._queueSize = 0; } public get queueSize(): number { return this._queueSize; } /** * 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. */ public image(key: string, url: string, overwrite: bool = 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. */ public spritesheet(key: string, url: string, frameWidth: number, frameHeight: number, frameMax?: number = -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. */ public atlas(key: string, textureURL: string, atlasURL?: string = null, atlasData? = null, format?:number = 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) { // A json string or object has been given 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) { // An xml string or object has been given 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. */ public audio(key: string, urls: string[], autoDecode: bool = 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. */ public text(key: string, url: string) { 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. */ public removeFile(key: string) { delete this._fileList[key]; } /** * Remove all file loading requests. */ public removeAll() { this._fileList = {}; } /** * Load assets. * @param onFileLoadCallback {function} Called when each file loaded successfully. * @param onCompleteCallback {function} Called when all assets completely loaded. */ public start(onFileLoadCallback = null, onCompleteCallback = null) { this.progress = 0; this.hasLoaded = false; this._onComplete = onCompleteCallback; if (onCompleteCallback == null) { this._onComplete = this._game.onCreateCallback; } this._onFileLoad = onFileLoadCallback; if (this._keys.length > 0) { this._progressChunk = 100 / this._keys.length; this.loadFile(); } else { this.progress = 100; this.hasLoaded = true; this._gameCreateComplete.call(this._game); if (this._onComplete !== null) { this._onComplete.call(this._game.callbackContext); } } } /** * Load files. Private method ONLY used by loader. */ private loadFile() { var file = this._fileList[this._keys.pop()]; // Image or Data? switch (file.type) { case 'image': case 'spritesheet': case 'textureatlas': file.data = new Image(); file.data.name = file.key; file.data.onload = () => this.fileComplete(file.key); file.data.onerror = () => this.fileError(file.key); file.data.crossOrigin = this.crossOrigin; file.data.src = 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", file.url, true); this._xhr.responseType = "arraybuffer"; this._xhr.onload = () => this.fileComplete(file.key); this._xhr.onerror = () => 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 = file.url; this.fileComplete(file.key); } else { file.data = new Audio(); file.data.name = file.key; file.data.onerror = () => this.fileError(file.key); file.data.preload = 'auto'; file.data.src = 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", file.url, true); this._xhr.responseType = "text"; this._xhr.onload = () => this.fileComplete(file.key); this._xhr.onerror = () => this.fileError(file.key); this._xhr.send(); break; } } private getAudioURL(urls): string { var extension: string; 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)) { //console.log('getAudioURL', urls[i]); //console.log(urls[i]); return urls[i]; } } return null; } /** * Error occured when load a file. * @param key {string} Key of the error loading file. */ private fileError(key: string) { this._fileList[key].loaded = true; this._fileList[key].error = true; 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. */ private fileComplete(key: string) { 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: bool = 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", file.atlasURL, true); this._xhr.responseType = "text"; if (file.format == Loader.TEXTURE_ATLAS_JSON_ARRAY) { this._xhr.onload = () => this.jsonLoadComplete(file.key); } else if (file.format == Loader.TEXTURE_ATLAS_XML_STARLING) { this._xhr.onload = () => this.xmlLoadComplete(file.key); } this._xhr.onerror = () => 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. */ private jsonLoadComplete(key: string) { 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. */ private dataLoadError(key: string) { var file = this._fileList[key]; file.error = true; throw new Error("Phaser.Loader dataLoadError: " + key); this.nextFile(key, true); } private xmlLoadComplete(key: string) { 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. */ private nextFile(previousKey: string, success: bool) { this.progress = Math.round(this.progress + this._progressChunk); if (this.progress > 100) { this.progress = 100; } if (this._onFileLoad) { this._onFileLoad.call(this._game.callbackContext, this.progress, previousKey, success); } if (this._keys.length > 0) { this.loadFile(); } else { this.hasLoaded = true; this.removeAll(); this._gameCreateComplete.call(this._game); if (this._onComplete !== null) { this._onComplete.call(this._game.callbackContext); } } } /** * 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. */ private checkKeyExists(key: string): bool { if (this._fileList[key]) { return true; } else { return false; } } } }