/* jshint wsh:true */ /** * @author Richard Davey <rich@photonstorm.com> * @copyright 2016 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * The Loader handles loading all external content such as Images, Sounds, Texture Atlases and data files. * * The loader uses a combination of tag loading (eg. Image elements) and XHR and provides progress and completion callbacks. * * Parallel loading (see {@link #enableParallel}) is supported and enabled by default. * Load-before behavior of parallel resources is controlled by synchronization points as discussed in {@link #withSyncPoint}. * * Texture Atlases can be created with tools such as [Texture Packer](https://www.codeandweb.com/texturepacker/phaser) and * [Shoebox](http://renderhjs.net/shoebox/) * * @class Phaser.Loader * @param {Phaser.Game} game - A reference to the currently running game. */ Phaser.Loader = function (game) { /** * Local reference to game. * @property {Phaser.Game} game * @protected */ this.game = game; /** * Local reference to the Phaser.Cache. * @property {Phaser.Cache} cache * @protected */ this.cache = game.cache; /** * If true all calls to Loader.reset will be ignored. Useful if you need to create a load queue before swapping to a preloader state. * @property {boolean} resetLocked * @default */ this.resetLocked = false; /** * True if the Loader is in the process of loading the queue. * @property {boolean} isLoading * @default */ this.isLoading = false; /** * True if all assets in the queue have finished loading. * @property {boolean} hasLoaded * @default */ this.hasLoaded = false; /** * You can optionally link a progress sprite with {@link Phaser.Loader#setPreloadSprite setPreloadSprite}. * * This property is an object containing: sprite, rect, direction, width and height * * @property {?object} preloadSprite * @protected */ this.preloadSprite = null; /** * The crossOrigin value applied to loaded images. Very often this needs to be set to 'anonymous'. * @property {boolean|string} crossOrigin * @default */ this.crossOrigin = false; /** * If you want to append a URL before the path of any asset you can set this here. * Useful if allowing the asset base url to be configured outside of the game code. * The string _must_ end with a "/". * * @property {string} baseURL */ this.baseURL = ''; /** * The value of `path`, if set, is placed before any _relative_ file path given. For example: * * `load.path = "images/sprites/"; * load.image("ball", "ball.png"); * load.image("tree", "level1/oaktree.png"); * load.image("boom", "http://server.com/explode.png");` * * Would load the `ball` file from `images/sprites/ball.png` and the tree from * `images/sprites/level1/oaktree.png` but the file `boom` would load from the URL * given as it's an absolute URL. * * Please note that the path is added before the filename but *after* the baseURL (if set.) * * The string _must_ end with a "/". * * @property {string} path */ this.path = ''; /** * Used to map the application mime-types to to the Accept header in XHR requests. * If you don't require these mappings, or they cause problems on your server, then * remove them from the headers object and the XHR request will not try to use them. * * This object can also be used to set the `X-Requested-With` header to * `XMLHttpRequest` (or any other value you need). To enable this do: * * `this.load.headers.requestedWith = 'XMLHttpRequest'` * * before adding anything to the Loader. The XHR loader will then call: * * `setRequestHeader('X-Requested-With', this.headers['requestedWith'])` * * @property {object} headers * @default */ this.headers = { "requestedWith": false, "json": "application/json", "xml": "application/xml" }; /** * This event is dispatched when the loading process starts: before the first file has been requested, * but after all the initial packs have been loaded. * * @property {Phaser.Signal} onLoadStart */ this.onLoadStart = new Phaser.Signal(); /** * This event is dispatched when the final file in the load queue has either loaded or failed. * * @property {Phaser.Signal} onLoadComplete */ this.onLoadComplete = new Phaser.Signal(); /** * This event is dispatched when an asset pack has either loaded or failed to load. * * This is called when the asset pack manifest file has loaded and successfully added its contents to the loader queue. * * Params: `(pack key, success?, total packs loaded, total packs)` * * @property {Phaser.Signal} onPackComplete */ this.onPackComplete = new Phaser.Signal(); /** * This event is dispatched immediately before a file starts loading. * It's possible the file may fail (eg. download error, invalid format) after this event is sent. * * Params: `(progress, file key, file url)` * * @property {Phaser.Signal} onFileStart */ this.onFileStart = new Phaser.Signal(); /** * This event is dispatched when a file has either loaded or failed to load. * * Any function bound to this will receive the following parameters: * * progress, file key, success?, total loaded files, total files * * Where progress is a number between 1 and 100 (inclusive) representing the percentage of the load. * * @property {Phaser.Signal} onFileComplete */ this.onFileComplete = new Phaser.Signal(); /** * This event is dispatched when a file (or pack) errors as a result of the load request. * * For files it will be triggered before `onFileComplete`. For packs it will be triggered before `onPackComplete`. * * Params: `(file key, file)` * * @property {Phaser.Signal} onFileError */ this.onFileError = new Phaser.Signal(); /** * If true and if the browser supports XDomainRequest, it will be used in preference for XHR. * * This is only relevant for IE 9 and should _only_ be enabled for IE 9 clients when required by the server/CDN. * * @property {boolean} useXDomainRequest * @deprecated This is only relevant for IE 9. */ this.useXDomainRequest = false; /** * @private * @property {boolean} _warnedAboutXDomainRequest - Control number of warnings for using XDR outside of IE 9. */ this._warnedAboutXDomainRequest = false; /** * If true (the default) then parallel downloading will be enabled. * * To disable all parallel downloads this must be set to false prior to any resource being loaded. * * @property {boolean} enableParallel */ this.enableParallel = true; /** * The number of concurrent / parallel resources to try and fetch at once. * * Many current browsers limit 6 requests per domain; this is slightly conservative. * * @property {integer} maxParallelDownloads * @protected */ this.maxParallelDownloads = 4; /** * A counter: if more than zero, files will be automatically added as a synchronization point. * @property {integer} _withSyncPointDepth; */ this._withSyncPointDepth = 0; /** * Contains all the information for asset files (including packs) to load. * * File/assets are only removed from the list after all loading completes. * * @property {file[]} _fileList * @private */ this._fileList = []; /** * Inflight files (or packs) that are being fetched/processed. * * This means that if there are any files in the flight queue there should still be processing * going on; it should only be empty before or after loading. * * The files in the queue may have additional properties added to them, * including `requestObject` which is normally the associated XHR. * * @property {file[]} _flightQueue * @private */ this._flightQueue = []; /** * The offset into the fileList past all the complete (loaded or error) entries. * * @property {integer} _processingHead * @private */ this._processingHead = 0; /** * True when the first file (not pack) has loading started. * This used to to control dispatching `onLoadStart` which happens after any initial packs are loaded. * * @property {boolean} _initialPacksLoaded * @private */ this._fileLoadStarted = false; /** * Total packs seen - adjusted when a pack is added. * @property {integer} _totalPackCount * @private */ this._totalPackCount = 0; /** * Total files seen - adjusted when a file is added. * @property {integer} _totalFileCount * @private */ this._totalFileCount = 0; /** * Total packs loaded - adjusted just prior to `onPackComplete`. * @property {integer} _loadedPackCount * @private */ this._loadedPackCount = 0; /** * Total files loaded - adjusted just prior to `onFileComplete`. * @property {integer} _loadedFileCount * @private */ this._loadedFileCount = 0; }; /** * @constant * @type {number} */ Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY = 0; /** * @constant * @type {number} */ Phaser.Loader.TEXTURE_ATLAS_JSON_HASH = 1; /** * @constant * @type {number} */ Phaser.Loader.TEXTURE_ATLAS_XML_STARLING = 2; /** * @constant * @type {number} */ Phaser.Loader.PHYSICS_LIME_CORONA_JSON = 3; /** * @constant * @type {number} */ Phaser.Loader.PHYSICS_PHASER_JSON = 4; /** * @constant * @type {number} */ Phaser.Loader.TEXTURE_ATLAS_JSON_PYXEL = 5; Phaser.Loader.prototype = { /** * Set a Sprite to be a "preload" sprite by passing it to this method. * * A "preload" sprite will have its width or height crop adjusted based on the percentage of the loader in real-time. * This allows you to easily make loading bars for games. * * The sprite will automatically be made visible when calling this. * * @method Phaser.Loader#setPreloadSprite * @param {Phaser.Sprite|Phaser.Image} sprite - The sprite or image that will be cropped during the load. * @param {number} [direction=0] - A value of zero means the sprite will be cropped horizontally, a value of 1 means its will be cropped vertically. */ setPreloadSprite: function (sprite, direction) { direction = direction || 0; this.preloadSprite = { sprite: sprite, direction: direction, width: sprite.width, height: sprite.height, rect: null }; if (direction === 0) { // Horizontal rect this.preloadSprite.rect = new Phaser.Rectangle(0, 0, 1, sprite.height); } else { // Vertical rect this.preloadSprite.rect = new Phaser.Rectangle(0, 0, sprite.width, 1); } sprite.crop(this.preloadSprite.rect); sprite.visible = true; }, /** * Called automatically by ScaleManager when the game resizes in RESIZE scalemode. * * This can be used to adjust the preloading sprite size, eg. * * @method Phaser.Loader#resize * @protected */ resize: function () { if (this.preloadSprite && this.preloadSprite.height !== this.preloadSprite.sprite.height) { this.preloadSprite.rect.height = this.preloadSprite.sprite.height; } }, /** * Check whether a file/asset with a specific key is queued to be loaded. * * To access a loaded asset use Phaser.Cache, eg. {@link Phaser.Cache#checkImageKey} * * @method Phaser.Loader#checkKeyExists * @param {string} type - The type asset you want to check. * @param {string} key - Key of the asset you want to check. * @return {boolean} Return true if exists, otherwise return false. */ checkKeyExists: function (type, key) { return this.getAssetIndex(type, key) > -1; }, /** * Get the queue-index of the file/asset with a specific key. * * Only assets in the download file queue will be found. * * @method Phaser.Loader#getAssetIndex * @param {string} type - The type asset you want to check. * @param {string} key - Key of the asset you want to check. * @return {number} The index of this key in the filelist, or -1 if not found. * The index may change and should only be used immediately following this call */ getAssetIndex: function (type, key) { var bestFound = -1; for (var i = 0; i < this._fileList.length; i++) { var file = this._fileList[i]; if (file.type === type && file.key === key) { bestFound = i; // An already loaded/loading file may be superceded. if (!file.loaded && !file.loading) { break; } } } return bestFound; }, /** * Find a file/asset with a specific key. * * Only assets in the download file queue will be found. * * @method Phaser.Loader#getAsset * @param {string} type - The type asset you want to check. * @param {string} key - Key of the asset you want to check. * @return {any} Returns an object if found that has 2 properties: `index` and `file`; otherwise a non-true value is returned. * The index may change and should only be used immediately following this call. */ getAsset: function (type, key) { var fileIndex = this.getAssetIndex(type, key); if (fileIndex > -1) { return { index: fileIndex, file: this._fileList[fileIndex] }; } return false; }, /** * Reset the loader and clear any queued assets. If `Loader.resetLocked` is true this operation will abort. * * This will abort any loading and clear any queued assets. * * Optionally you can clear any associated events. * * @method Phaser.Loader#reset * @protected * @param {boolean} [hard=false] - If true then the preload sprite and other artifacts may also be cleared. * @param {boolean} [clearEvents=false] - If true then the all Loader signals will have removeAll called on them. */ reset: function (hard, clearEvents) { if (clearEvents === undefined) { clearEvents = false; } if (this.resetLocked) { return; } if (hard) { this.preloadSprite = null; } this.isLoading = false; this._processingHead = 0; this._fileList.length = 0; this._flightQueue.length = 0; this._fileLoadStarted = false; this._totalFileCount = 0; this._totalPackCount = 0; this._loadedPackCount = 0; this._loadedFileCount = 0; if (clearEvents) { this.onLoadStart.removeAll(); this.onLoadComplete.removeAll(); this.onPackComplete.removeAll(); this.onFileStart.removeAll(); this.onFileComplete.removeAll(); this.onFileError.removeAll(); } }, /** * Internal function that adds a new entry to the file list. Do not call directly. * * @method Phaser.Loader#addToFileList * @protected * @param {string} type - The type of resource to add to the list (image, audio, xml, etc). * @param {string} key - The unique Cache ID key of this resource. * @param {string} [url] - The URL the asset will be loaded from. * @param {object} [properties=(none)] - Any additional properties needed to load the file. These are added directly to the added file object and overwrite any defaults. * @param {boolean} [overwrite=false] - If true then this will overwrite a file asset of the same type/key. Otherwise it will only add a new asset. If overwrite is true, and the asset is already being loaded (or has been loaded), then it is appended instead. * @param {string} [extension] - If no URL is given the Loader will sometimes auto-generate the URL based on the key, using this as the extension. * @return {Phaser.Loader} This instance of the Phaser Loader. */ addToFileList: function (type, key, url, properties, overwrite, extension) { if (overwrite === undefined) { overwrite = false; } if (key === undefined || key === '') { console.warn("Phaser.Loader: Invalid or no key given of type " + type); return this; } if (url === undefined || url === null) { if (extension) { url = key + extension; } else { console.warn("Phaser.Loader: No URL given for file type: " + type + " key: " + key); return this; } } var file = { type: type, key: key, path: this.path, url: url, syncPoint: this._withSyncPointDepth > 0, data: null, loading: false, loaded: false, error: false }; if (properties) { for (var prop in properties) { file[prop] = properties[prop]; } } var fileIndex = this.getAssetIndex(type, key); if (overwrite && fileIndex > -1) { var currentFile = this._fileList[fileIndex]; if (!currentFile.loading && !currentFile.loaded) { this._fileList[fileIndex] = file; } else { this._fileList.push(file); this._totalFileCount++; } } else if (fileIndex === -1) { this._fileList.push(file); this._totalFileCount++; } return this; }, /** * Internal function that replaces an existing entry in the file list with a new one. Do not call directly. * * @method Phaser.Loader#replaceInFileList * @protected * @param {string} type - The type of resource to add to the list (image, audio, xml, etc). * @param {string} key - The unique Cache ID key of this resource. * @param {string} url - The URL the asset will be loaded from. * @param {object} properties - Any additional properties needed to load the file. */ replaceInFileList: function (type, key, url, properties) { return this.addToFileList(type, key, url, properties, true); }, /** * Add a JSON resource pack ('packfile') to the Loader. * * A packfile is a JSON file that contains a list of assets to the be loaded. * Please see the example 'loader/asset pack' in the Phaser Examples repository. * * Packs are always put before the first non-pack file that is not loaded / loading. * * This means that all packs added before any loading has started are added to the front * of the file queue, in the order added. * * The key must be a unique String. It is used to add the file to the Phaser.Cache upon successful load. * * The URL of the packfile can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it. * * @method Phaser.Loader#pack * @param {string} key - Unique asset key of this resource pack. * @param {string} [url] - URL of the Asset Pack JSON file. If you wish to pass a json object instead set this to null and pass the object as the data parameter. * @param {object} [data] - The Asset Pack JSON data. Use this to pass in a json data object rather than loading it from a URL. TODO * @param {object} [callbackContext=(loader)] - Some Loader operations, like Binary and Script require a context for their callbacks. Pass the context here. * @return {Phaser.Loader} This Loader instance. */ pack: function (key, url, data, callbackContext) { if (url === undefined) { url = null; } if (data === undefined) { data = null; } if (callbackContext === undefined) { callbackContext = null; } if (!url && !data) { console.warn('Phaser.Loader.pack - Both url and data are null. One must be set.'); return this; } var pack = { type: 'packfile', key: key, url: url, path: this.path, syncPoint: true, data: null, loading: false, loaded: false, error: false, callbackContext: callbackContext }; // A data object has been given if (data) { if (typeof data === 'string') { data = JSON.parse(data); } pack.data = data || {}; // Already consider 'loaded' pack.loaded = true; } // Add before first non-pack/no-loaded ~ last pack from start prior to loading // (Read one past for splice-to-end) for (var i = 0; i < this._fileList.length + 1; i++) { var file = this._fileList[i]; if (!file || (!file.loaded && !file.loading && file.type !== 'packfile')) { this._fileList.splice(i, 0, pack); this._totalPackCount++; break; } } return this; }, /** * Adds an Image to the current load queue. * * The file is **not** loaded immediately after calling this method. The file is added to the queue ready to be loaded when the loader starts. * * Phaser can load all common image types: png, jpg, gif and any other format the browser can natively handle. * * The key must be a unique String. It is used to add the file to the Phaser.Cache upon successful load. * * Retrieve the image via `Cache.getImage(key)` * * The URL can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it. * * If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is "alien" * and no URL is given then the Loader will set the URL to be "alien.png". It will always add `.png` as the extension. * If you do not desire this action then provide a URL. * * This method also supports passing in a texture object as the `url` argument. This allows you to load * compressed textures into Phaser. You can also use `Loader.texture` to do this. * * Compressed Textures are a WebGL only feature, and require 3rd party tools to create. * Available tools include Texture Packer, PVRTexTool, DirectX Texture Tool and Mali Texture Compression Tool. * * Supported texture compression formats are: PVRTC, S3TC and ETC1. * Supported file formats are: PVR, DDS, KTX and PKM. * * The formats that support all 3 compression algorithms are PVR and KTX. * PKM only supports ETC1, and DDS only S3TC for now. * * The texture path object looks like this: * * ``` * load.image('factory', { * etc1: 'assets/factory_etc1.pkm', * s3tc: 'assets/factory_dxt1.pvr', * pvrtc: 'assets/factory_pvrtc.pvr', * truecolor: 'assets/factory.png' * }); * ``` * * The `truecolor` property points to a standard PNG file, that will be used if none of the * compressed formats are supported by the browser / GPU. * * @method Phaser.Loader#image * @param {string} key - Unique asset key of this image file. * @param {string|object} [url] - URL of an image file. If undefined or `null` the url will be set to `<key>.png`, i.e. if `key` was "alien" then the URL will be "alien.png". Can also be a texture data object. * @param {boolean} [overwrite=false] - If an unloaded file with a matching key already exists in the queue, this entry will overwrite it. * @return {Phaser.Loader} This Loader instance. */ image: function (key, url, overwrite) { if (typeof url === 'object') { return this.texture(key, url, overwrite); } else { return this.addToFileList('image', key, url, undefined, overwrite, '.png'); } }, /** * Adds a Compressed Texture Image to the current load queue. * * Compressed Textures are a WebGL only feature, and require 3rd party tools to create. * Available tools include Texture Packer, PVRTexTool, DirectX Texture Tool and Mali Texture Compression Tool. * * Supported texture compression formats are: PVRTC, S3TC and ETC1. * Supported file formats are: PVR, DDS, KTX and PKM. * * The formats that support all 3 compression algorithms are PVR and KTX. * PKM only supports ETC1, and DDS only S3TC for now. * * The texture path object looks like this: * * ``` * load.texture('factory', { * etc1: 'assets/factory_etc1.pkm', * s3tc: 'assets/factory_dxt1.pvr', * pvrtc: 'assets/factory_pvrtc.pvr', * truecolor: 'assets/factory.png' * }); * ``` * * The `truecolor` property points to a standard PNG file, that will be used if none of the * compressed formats are supported by the browser / GPU. * * The file is **not** loaded immediately after calling this method. The file is added to the queue ready to be loaded when the loader starts. * * The key must be a unique String. It is used to add the file to the Phaser.Cache upon successful load. * * Retrieve the image via `Cache.getImage(key)` * * The URL can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it. * * If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is "alien" * and no URL is given then the Loader will set the URL to be "alien.pvr". It will always add `.pvr` as the extension. * If you do not desire this action then provide a URL. * * @method Phaser.Loader#texture * @param {string} key - Unique asset key of this image file. * @param {object} object - The texture path data object. * @param {boolean} [overwrite=false] - If an unloaded file with a matching key already exists in the queue, this entry will overwrite it. * @return {Phaser.Loader} This Loader instance. */ texture: function (key, object, overwrite) { if (this.game.renderType === Phaser.WEBGL) { var compression = this.game.renderer.extensions.compression; var exkey; for (exkey in object) { if (exkey.toUpperCase() in compression) { return this.addToFileList('texture', key, object[exkey], undefined, overwrite, '.pvr'); } } } // Check if we have a truecolor texture to fallback. // Also catches calls to this function that are from a Canvas renderer if (object['truecolor']) { this.addToFileList('image', key, object['truecolor'], undefined, overwrite, '.png'); } return this; }, /** * Adds an array of images to the current load queue. * * It works by passing each element of the array to the Loader.image method. * * The files are **not** loaded immediately after calling this method. The files are added to the queue ready to be loaded when the loader starts. * * Phaser can load all common image types: png, jpg, gif and any other format the browser can natively handle. * * The keys must be unique Strings. They are used to add the files to the Phaser.Cache upon successful load. * * Retrieve the images via `Cache.getImage(key)` * * The URL can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it. * * If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is "alien" * and no URL is given then the Loader will set the URL to be "alien.png". It will always add `.png` as the extension. * If you do not desire this action then provide a URL. * * @method Phaser.Loader#images * @param {array} keys - An array of unique asset keys of the image files. * @param {array} [urls] - Optional array of URLs. If undefined or `null` the url will be set to `<key>.png`, i.e. if `key` was "alien" then the URL will be "alien.png". If provided the URLs array length must match the keys array length. * @return {Phaser.Loader} This Loader instance. */ images: function (keys, urls) { if (Array.isArray(urls)) { for (var i = 0; i < keys.length; i++) { this.image(keys[i], urls[i]); } } else { for (var i = 0; i < keys.length; i++) { this.image(keys[i]); } } return this; }, /** * Adds a Text file to the current load queue. * * The file is **not** loaded immediately after calling this method. The file is added to the queue ready to be loaded when the loader starts. * * The key must be a unique String. It is used to add the file to the Phaser.Cache upon successful load. * * Retrieve the file via `Cache.getText(key)` * * The URL can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it. * * If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is "alien" * and no URL is given then the Loader will set the URL to be "alien.txt". It will always add `.txt` as the extension. * If you do not desire this action then provide a URL. * * @method Phaser.Loader#text * @param {string} key - Unique asset key of the text file. * @param {string} [url] - URL of the text file. If undefined or `null` the url will be set to `<key>.txt`, i.e. if `key` was "alien" then the URL will be "alien.txt". * @param {boolean} [overwrite=false] - If an unloaded file with a matching key already exists in the queue, this entry will overwrite it. * @return {Phaser.Loader} This Loader instance. */ text: function (key, url, overwrite) { return this.addToFileList('text', key, url, undefined, overwrite, '.txt'); }, /** * Adds a JSON file to the current load queue. * * The file is **not** loaded immediately after calling this method. The file is added to the queue ready to be loaded when the loader starts. * * The key must be a unique String. It is used to add the file to the Phaser.Cache upon successful load. * * Retrieve the file via `Cache.getJSON(key)`. JSON files are automatically parsed upon load. * If you need to control when the JSON is parsed then use `Loader.text` instead and parse the text file as needed. * * The URL can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it. * * If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is "alien" * and no URL is given then the Loader will set the URL to be "alien.json". It will always add `.json` as the extension. * If you do not desire this action then provide a URL. * * @method Phaser.Loader#json * @param {string} key - Unique asset key of the json file. * @param {string} [url] - URL of the JSON file. If undefined or `null` the url will be set to `<key>.json`, i.e. if `key` was "alien" then the URL will be "alien.json". * @param {boolean} [overwrite=false] - If an unloaded file with a matching key already exists in the queue, this entry will overwrite it. * @return {Phaser.Loader} This Loader instance. */ json: function (key, url, overwrite) { return this.addToFileList('json', key, url, undefined, overwrite, '.json'); }, /** * Adds a fragment shader file to the current load queue. * * The file is **not** loaded immediately after calling this method. The file is added to the queue ready to be loaded when the loader starts. * * The key must be a unique String. It is used to add the file to the Phaser.Cache upon successful load. * * Retrieve the file via `Cache.getShader(key)`. * * The URL can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it. * * If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is "blur" * and no URL is given then the Loader will set the URL to be "blur.frag". It will always add `.frag` as the extension. * If you do not desire this action then provide a URL. * * @method Phaser.Loader#shader * @param {string} key - Unique asset key of the fragment file. * @param {string} [url] - URL of the fragment file. If undefined or `null` the url will be set to `<key>.frag`, i.e. if `key` was "blur" then the URL will be "blur.frag". * @param {boolean} [overwrite=false] - If an unloaded file with a matching key already exists in the queue, this entry will overwrite it. * @return {Phaser.Loader} This Loader instance. */ shader: function (key, url, overwrite) { return this.addToFileList('shader', key, url, undefined, overwrite, '.frag'); }, /** * Adds an XML file to the current load queue. * * The file is **not** loaded immediately after calling this method. The file is added to the queue ready to be loaded when the loader starts. * * The key must be a unique String. It is used to add the file to the Phaser.Cache upon successful load. * * Retrieve the file via `Cache.getXML(key)`. * * The URL can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it. * * If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is "alien" * and no URL is given then the Loader will set the URL to be "alien.xml". It will always add `.xml` as the extension. * If you do not desire this action then provide a URL. * * @method Phaser.Loader#xml * @param {string} key - Unique asset key of the xml file. * @param {string} [url] - URL of the XML file. If undefined or `null` the url will be set to `<key>.xml`, i.e. if `key` was "alien" then the URL will be "alien.xml". * @param {boolean} [overwrite=false] - If an unloaded file with a matching key already exists in the queue, this entry will overwrite it. * @return {Phaser.Loader} This Loader instance. */ xml: function (key, url, overwrite) { return this.addToFileList('xml', key, url, undefined, overwrite, '.xml'); }, /** * Adds a JavaScript file to the current load queue. * * The file is **not** loaded immediately after calling this method. The file is added to the queue ready to be loaded when the loader starts. * * The key must be a unique String. * * The URL can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it. * * If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is "alien" * and no URL is given then the Loader will set the URL to be "alien.js". It will always add `.js` as the extension. * If you do not desire this action then provide a URL. * * Upon successful load the JavaScript is automatically turned into a script tag and executed, so be careful what you load! * * A callback, which will be invoked as the script tag has been created, can also be specified. * The callback must return relevant `data`. * * @method Phaser.Loader#script * @param {string} key - Unique asset key of the script file. * @param {string} [url] - URL of the JavaScript file. If undefined or `null` the url will be set to `<key>.js`, i.e. if `key` was "alien" then the URL will be "alien.js". * @param {function} [callback=(none)] - Optional callback that will be called after the script tag has loaded, so you can perform additional processing. * @param {object} [callbackContext=(loader)] - The context under which the callback will be applied. If not specified it will use the Phaser Loader as the context. * @return {Phaser.Loader} This Loader instance. */ script: function (key, url, callback, callbackContext) { if (callback === undefined) { callback = false; } if (callback !== false && callbackContext === undefined) { callbackContext = this; } return this.addToFileList('script', key, url, { syncPoint: true, callback: callback, callbackContext: callbackContext }, false, '.js'); }, /** * Adds a binary file to the current load queue. * * The file is **not** loaded immediately after calling this method. The file is added to the queue ready to be loaded when the loader starts. * * The key must be a unique String. It is used to add the file to the Phaser.Cache upon successful load. * * Retrieve the file via `Cache.getBinary(key)`. * * The URL can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it. * * If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is "alien" * and no URL is given then the Loader will set the URL to be "alien.bin". It will always add `.bin` as the extension. * If you do not desire this action then provide a URL. * * It will be loaded via xhr with a responseType of "arraybuffer". You can specify an optional callback to process the file after load. * When the callback is called it will be passed 2 parameters: the key of the file and the file data. * * WARNING: If a callback is specified the data will be set to whatever it returns. Always return the data object, even if you didn't modify it. * * @method Phaser.Loader#binary * @param {string} key - Unique asset key of the binary file. * @param {string} [url] - URL of the binary file. If undefined or `null` the url will be set to `<key>.bin`, i.e. if `key` was "alien" then the URL will be "alien.bin". * @param {function} [callback=(none)] - Optional callback that will be passed the file after loading, so you can perform additional processing on it. * @param {object} [callbackContext] - The context under which the callback will be applied. If not specified it will use the callback itself as the context. * @return {Phaser.Loader} This Loader instance. */ binary: function (key, url, callback, callbackContext) { if (callback === undefined) { callback = false; } // Why is the default callback context the ..callback? if (callback !== false && callbackContext === undefined) { callbackContext = callback; } return this.addToFileList('binary', key, url, { callback: callback, callbackContext: callbackContext }, false, '.bin'); }, /** * Adds a Sprite Sheet to the current load queue. * * The file is **not** loaded immediately after calling this method. The file is added to the queue ready to be loaded when the loader starts. * * To clarify the terminology that Phaser uses: A Sprite Sheet is an image containing frames, usually of an animation, that are all equal * dimensions and often in sequence. For example if the frame size is 32x32 then every frame in the sprite sheet will be that size. * Sometimes (outside of Phaser) the term "sprite sheet" is used to refer to a texture atlas. * A Texture Atlas works by packing together images as best it can, using whatever frame sizes it likes, often with cropping and trimming * the frames in the process. Software such as Texture Packer, Flash CC or Shoebox all generate texture atlases, not sprite sheets. * If you've got an atlas then use `Loader.atlas` instead. * * The key must be a unique String. It is used to add the image to the Phaser.Cache upon successful load. * * Retrieve the file via `Cache.getImage(key)`. Sprite sheets, being image based, live in the same Cache as all other Images. * * The URL can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it. * * If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is "alien" * and no URL is given then the Loader will set the URL to be "alien.png". It will always add `.png` as the extension. * If you do not desire this action then provide a URL. * * @method Phaser.Loader#spritesheet * @param {string} key - Unique asset key of the sheet file. * @param {string} url - URL of the sprite sheet file. If undefined or `null` the url will be set to `<key>.png`, i.e. if `key` was "alien" then the URL will be "alien.png". * @param {number} frameWidth - Width in pixels of a single frame in the sprite sheet. * @param {number} frameHeight - Height in pixels of a single frame in the sprite sheet. * @param {number} [frameMax=-1] - How many frames in this sprite sheet. If not specified it will divide the whole image into frames. * @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. * @param {number} [skipFrames=0] - Skip a number of frames. Useful when there are multiple sprite sheets in one image. * @return {Phaser.Loader} This Loader instance. */ spritesheet: function (key, url, frameWidth, frameHeight, frameMax, margin, spacing, skipFrames) { if (frameMax === undefined) { frameMax = -1; } if (margin === undefined) { margin = 0; } if (spacing === undefined) { spacing = 0; } if (skipFrames === undefined) { skipFrames = 0; } return this.addToFileList('spritesheet', key, url, { frameWidth: frameWidth, frameHeight: frameHeight, frameMax: frameMax, margin: margin, spacing: spacing, skipFrames: skipFrames }, false, '.png'); }, /** * Adds an audio file to the current load queue. * * The file is **not** loaded immediately after calling this method. The file is added to the queue ready to be loaded when the loader starts. * * The key must be a unique String. It is used to add the file to the Phaser.Cache upon successful load. * * Retrieve the file via `Cache.getSound(key)`. * * The URL can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it. * * Mobile warning: There are some mobile devices (certain iPad 2 and iPad Mini revisions) that cannot play 48000 Hz audio. * When they try to play the audio becomes extremely distorted and buzzes, eventually crashing the sound system. * The solution is to use a lower encoding rate such as 44100 Hz. * * @method Phaser.Loader#audio * @param {string} key - Unique asset key of the audio file. * @param {string|string[]|object[]} urls - Either a single string or an array of URIs or pairs of `{uri: .., type: ..}`. * If an array is specified then the first URI (or URI + mime pair) that is device-compatible will be selected. * For example: `"jump.mp3"`, `['jump.mp3', 'jump.ogg', 'jump.m4a']`, or `[{uri: "data:<opus_resource>", type: 'opus'}, 'fallback.mp3']`. * BLOB and DATA URIs can be used but only support automatic detection when used in the pair form; otherwise the format must be manually checked before adding the resource. * @param {boolean} [autoDecode=true] - When using Web Audio the audio files can either be decoded at load time or run-time. * Audio files can't be played until they are decoded and, if specified, this enables immediate decoding. Decoding is a non-blocking async process, however it consumes huge amounts of CPU time on mobiles especially. * @return {Phaser.Loader} This Loader instance. */ audio: function (key, urls, autoDecode) { if (this.game.sound.noAudio) { return this; } if (autoDecode === undefined) { autoDecode = true; } if (typeof urls === 'string') { urls = [urls]; } return this.addToFileList('audio', key, urls, { buffer: null, autoDecode: autoDecode }); }, /** * Adds an audio sprite file to the current load queue. * * The file is **not** loaded immediately after calling this method. The file is added to the queue ready to be loaded when the loader starts. * * The key must be a unique String. It is used to add the file to the Phaser.Cache upon successful load. * * Audio Sprites are a combination of audio files and a JSON configuration. * * The JSON follows the format of that created by https://github.com/tonistiigi/audiosprite * * Retrieve the file via `Cache.getSoundData(key)`. * * The URL can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it. * * @method Phaser.Loader#audioSprite * @param {string} key - Unique asset key of the audio file. * @param {Array|string} urls - An array containing the URLs of the audio files, i.e.: [ 'audiosprite.mp3', 'audiosprite.ogg', 'audiosprite.m4a' ] or a single string containing just one URL. * @param {string} [jsonURL=null] - The URL of the audiosprite configuration JSON object. If you wish to pass the data directly set this parameter to null. * @param {string|object} [jsonData=null] - A JSON object or string containing the audiosprite configuration data. This is ignored if jsonURL is not null. * @param {boolean} [autoDecode=true] - When using Web Audio the audio files can either be decoded at load time or run-time. * Audio files can't be played until they are decoded and, if specified, this enables immediate decoding. Decoding is a non-blocking async process, however it consumes huge amounts of CPU time on mobiles especially. * @return {Phaser.Loader} This Loader instance. */ audioSprite: function (key, urls, jsonURL, jsonData, autoDecode) { if (this.game.sound.noAudio) { return this; } if (jsonURL === undefined) { jsonURL = null; } if (jsonData === undefined) { jsonData = null; } if (autoDecode === undefined) { autoDecode = true; } this.audio(key, urls, autoDecode); if (jsonURL) { this.json(key + '-audioatlas', jsonURL); } else if (jsonData) { if (typeof jsonData === 'string') { jsonData = JSON.parse(jsonData); } this.cache.addJSON(key + '-audioatlas', '', jsonData); } else { console.warn('Phaser.Loader.audiosprite - You must specify either a jsonURL or provide a jsonData object'); } return this; }, /** * A legacy alias for Loader.audioSprite. Please see that method for documentation. * * @method Phaser.Loader#audiosprite * @param {string} key - Unique asset key of the audio file. * @param {Array|string} urls - An array containing the URLs of the audio files, i.e.: [ 'audiosprite.mp3', 'audiosprite.ogg', 'audiosprite.m4a' ] or a single string containing just one URL. * @param {string} [jsonURL=null] - The URL of the audiosprite configuration JSON object. If you wish to pass the data directly set this parameter to null. * @param {string|object} [jsonData=null] - A JSON object or string containing the audiosprite configuration data. This is ignored if jsonURL is not null. * @param {boolean} [autoDecode=true] - When using Web Audio the audio files can either be decoded at load time or run-time. * Audio files can't be played until they are decoded and, if specified, this enables immediate decoding. Decoding is a non-blocking async process, however it consumes huge amounts of CPU time on mobiles especially. * @return {Phaser.Loader} This Loader instance. */ audiosprite: function (key, urls, jsonURL, jsonData, autoDecode) { return this.audioSprite(key, urls, jsonURL, jsonData, autoDecode); }, /** * Adds a video file to the current load queue. * * The file is **not** loaded immediately after calling this method. The file is added to the queue ready to be loaded when the loader starts. * * The key must be a unique String. It is used to add the file to the Phaser.Cache upon successful load. * * Retrieve the file via `Cache.getVideo(key)`. * * The URL can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it. * * You don't need to preload a video in order to play it in your game. See `Video.createVideoFromURL` for details. * * @method Phaser.Loader#video * @param {string} key - Unique asset key of the video file. * @param {string|string[]|object[]} urls - Either a single string or an array of URIs or pairs of `{uri: .., type: ..}`. * If an array is specified then the first URI (or URI + mime pair) that is device-compatible will be selected. * For example: `"boom.mp4"`, `['boom.mp4', 'boom.ogg', 'boom.webm']`, or `[{uri: "data:<opus_resource>", type: 'opus'}, 'fallback.mp4']`. * BLOB and DATA URIs can be used but only support automatic detection when used in the pair form; otherwise the format must be manually checked before adding the resource. * @param {string} [loadEvent='canplaythrough'] - This sets the Video source event to listen for before the load is considered complete. * 'canplaythrough' implies the video has downloaded enough, and bandwidth is high enough that it can be played to completion. * 'canplay' implies the video has downloaded enough to start playing, but not necessarily to finish. * 'loadeddata' just makes sure that the video meta data and first frame have downloaded. Phaser uses this value automatically if the * browser is detected as being Firefox and no `loadEvent` is given, otherwise it defaults to `canplaythrough`. * @param {boolean} [asBlob=false] - Video files can either be loaded via the creation of a video element which has its src property set. * Or they can be loaded via xhr, stored as binary data in memory and then converted to a Blob. This isn't supported in IE9 or Android 2. * If you need to have the same video playing at different times across multiple Sprites then you need to load it as a Blob. * @return {Phaser.Loader} This Loader instance. */ video: function (key, urls, loadEvent, asBlob) { if (loadEvent === undefined) { if (this.game.device.firefox) { loadEvent = 'loadeddata'; } else { loadEvent = 'canplaythrough'; } } if (asBlob === undefined) { asBlob = false; } if (typeof urls === 'string') { urls = [urls]; } return this.addToFileList('video', key, urls, { buffer: null, asBlob: asBlob, loadEvent: loadEvent }); }, /** * Adds a Tile Map data file to the current load queue. * * Phaser can load data in two different formats: CSV and Tiled JSON. * * Tiled is a free software package, specifically for creating tilemaps, and is available from http://www.mapeditor.org * * You can choose to either load the data externally, by providing a URL to a json file. * Or you can pass in a JSON object or String via the `data` parameter. * If you pass a String the data is automatically run through `JSON.parse` and then immediately added to the Phaser.Cache. * * If a URL is provided the file is **not** loaded immediately after calling this method, but is added to the load queue. * * The key must be a unique String. It is used to add the file to the Phaser.Cache upon successful load. * * Retrieve the file via `Cache.getTilemapData(key)`. JSON files are automatically parsed upon load. * If you need to control when the JSON is parsed then use `Loader.text` instead and parse the text file as needed. * * The URL can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it. * * If the URL isn't specified and no data is given then the Loader will take the key and create a filename from that. * For example if the key is "level1" and no URL or data is given then the Loader will set the URL to be "level1.json". * If you set the format to be Tilemap.CSV it will set the URL to be "level1.csv" instead. * * If you do not desire this action then provide a URL or data object. * * @method Phaser.Loader#tilemap * @param {string} key - Unique asset key of the tilemap data. * @param {string} [url] - URL of the tile map file. If undefined or `null` and no data is given the url will be set to `<key>.json`, i.e. if `key` was "level1" then the URL will be "level1.json". * @param {object|string} [data] - An optional JSON data object. If given then the url is ignored and this JSON object is used for map data instead. * @param {number} [format=Phaser.Tilemap.CSV] - The format of the map data. Either Phaser.Tilemap.CSV or Phaser.Tilemap.TILED_JSON. * @return {Phaser.Loader} This Loader instance. */ tilemap: function (key, url, data, format) { if (url === undefined) { url = null; } if (data === undefined) { data = null; } if (format === undefined) { format = Phaser.Tilemap.CSV; } if (!url && !data) { if (format === Phaser.Tilemap.CSV) { url = key + '.csv'; } else { url = key + '.json'; } } // A map data object has been given if (data) { switch (format) { // A csv string or object has been given case Phaser.Tilemap.CSV: break; // A json string or object has been given case Phaser.Tilemap.TILED_JSON: if (typeof data === 'string') { data = JSON.parse(data); } break; } this.cache.addTilemap(key, null, data, format); } else { this.addToFileList('tilemap', key, url, { format: format }); } return this; }, /** * Adds a physics data file to the current load queue. * * The data must be in `Lime + Corona` JSON format. [Physics Editor](https://www.codeandweb.com) by code'n'web exports in this format natively. * * You can choose to either load the data externally, by providing a URL to a json file. * Or you can pass in a JSON object or String via the `data` parameter. * If you pass a String the data is automatically run through `JSON.parse` and then immediately added to the Phaser.Cache. * * If a URL is provided the file is **not** loaded immediately after calling this method, but is added to the load queue. * * The key must be a unique String. It is used to add the file to the Phaser.Cache upon successful load. * * Retrieve the file via `Cache.getJSON(key)`. JSON files are automatically parsed upon load. * If you need to control when the JSON is parsed then use `Loader.text` instead and parse the text file as needed. * * The URL can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it. * * If the URL isn't specified and no data is given then the Loader will take the key and create a filename from that. * For example if the key is "alien" and no URL or data is given then the Loader will set the URL to be "alien.json". * It will always use `.json` as the extension. * * If you do not desire this action then provide a URL or data object. * * @method Phaser.Loader#physics * @param {string} key - Unique asset key of the physics json data. * @param {string} [url] - URL of the physics data file. If undefined or `null` and no data is given the url will be set to `<key>.json`, i.e. if `key` was "alien" then the URL will be "alien.json". * @param {object|string} [data] - An optional JSON data object. If given then the url is ignored and this JSON object is used for physics data instead. * @param {string} [format=Phaser.Physics.LIME_CORONA_JSON] - The format of the physics data. * @return {Phaser.Loader} This Loader instance. */ physics: function (key, url, data, format) { if (url === undefined) { url = null; } if (data === undefined) { data = null; } if (format === undefined) { format = Phaser.Physics.LIME_CORONA_JSON; } if (!url && !data) { url = key + '.json'; } // A map data object has been given if (data) { if (typeof data === 'string') { data = JSON.parse(data); } this.cache.addPhysicsData(key, null, data, format); } else { this.addToFileList('physics', key, url, { format: format }); } return this; }, /** * Adds Bitmap Font files to the current load queue. * * To create the Bitmap Font files you can use: * * BMFont (Windows, free): http://www.angelcode.com/products/bmfont/ * Glyph Designer (OS X, commercial): http://www.71squared.com/en/glyphdesigner * Littera (Web-based, free): http://kvazars.com/littera/ * * You can choose to either load the data externally, by providing a URL to an xml file. * Or you can pass in an XML object or String via the `xmlData` parameter. * If you pass a String the data is automatically run through `Loader.parseXML` and then immediately added to the Phaser.Cache. * * If URLs are provided the files are **not** loaded immediately after calling this method, but are added to the load queue. * * The key must be a unique String. It is used to add the file to the Phaser.Cache upon successful load. * * Retrieve the file via `Cache.getBitmapFont(key)`. XML files are automatically parsed upon load. * If you need to control when the XML is parsed then use `Loader.text` instead and parse the XML file as needed. * * The URLs can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it. * * If the textureURL isn't specified then the Loader will take the key and create a filename from that. * For example if the key is "megaFont" and textureURL is null then the Loader will set the URL to be "megaFont.png". * The same is true for the atlasURL. If atlasURL isn't specified and no atlasData has been provided then the Loader will * set the atlasURL to be the key. For example if the key is "megaFont" the atlasURL will be set to "megaFont.xml". * * If you do not desire this action then provide URLs and / or a data object. * * @method Phaser.Loader#bitmapFont * @param {string} key - Unique asset key of the bitmap font. * @param {string} textureURL - URL of the Bitmap Font texture file. If undefined or `null` the url will be set to `<key>.png`, i.e. if `key` was "megaFont" then the URL will be "megaFont.png". * @param {string} atlasURL - URL of the Bitmap Font atlas file (xml/json). If undefined or `null` AND `atlasData` is null, the url will be set to `<key>.xml`, i.e. if `key` was "megaFont" then the URL will be "megaFont.xml". * @param {object} atlasData - An optional Bitmap Font atlas in string form (stringified xml/json). * @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. * @return {Phaser.Loader} This Loader instance. */ bitmapFont: function (key, textureURL, atlasURL, atlasData, xSpacing, ySpacing) { if (textureURL === undefined || textureURL === null) { textureURL = key + '.png'; } if (atlasURL === undefined) { atlasURL = null; } if (atlasData === undefined) { atlasData = null; } if (atlasURL === null && atlasData === null) { atlasURL = key + '.xml'; } if (xSpacing === undefined) { xSpacing = 0; } if (ySpacing === undefined) { ySpacing = 0; } // A URL to a json/xml atlas has been given if (atlasURL) { this.addToFileList('bitmapfont', key, textureURL, { atlasURL: atlasURL, xSpacing: xSpacing, ySpacing: ySpacing }); } else { // A stringified xml/json atlas has been given if (typeof atlasData === 'string') { var json, xml; try { json = JSON.parse(atlasData); } catch ( e ) { xml = this.parseXml(atlasData); } if (!xml && !json) { throw new Error("Phaser.Loader. Invalid Bitmap Font atlas given"); } this.addToFileList('bitmapfont', key, textureURL, { atlasURL: null, atlasData: json || xml, atlasType: (!!json ? 'json' : 'xml'), xSpacing: xSpacing, ySpacing: ySpacing }); } } return this; }, /** * Adds a Texture Atlas file to the current load queue. * * Unlike `Loader.atlasJSONHash` this call expects the atlas data to be in a JSON Array format. * * To create the Texture Atlas you can use tools such as: * * [Texture Packer](https://www.codeandweb.com/texturepacker/phaser) * [Shoebox](http://renderhjs.net/shoebox/) * * If using Texture Packer we recommend you enable "Trim sprite names". * If your atlas software has an option to "rotate" the resulting frames, you must disable it. * * You can choose to either load the data externally, by providing a URL to a json file. * Or you can pass in a JSON object or String via the `atlasData` parameter. * If you pass a String the data is automatically run through `JSON.parse` and then immediately added to the Phaser.Cache. * * If URLs are provided the files are **not** loaded immediately after calling this method, but are added to the load queue. * * The key must be a unique String. It is used to add the file to the Phaser.Cache upon successful load. * * Retrieve the file via `Cache.getImage(key)`. JSON files are automatically parsed upon load. * If you need to control when the JSON is parsed then use `Loader.text` instead and parse the JSON file as needed. * * The URLs can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it. * * If the textureURL isn't specified then the Loader will take the key and create a filename from that. * For example if the key is "player" and textureURL is null then the Loader will set the URL to be "player.png". * The same is true for the atlasURL. If atlasURL isn't specified and no atlasData has been provided then the Loader will * set the atlasURL to be the key. For example if the key is "player" the atlasURL will be set to "player.json". * * If you do not desire this action then provide URLs and / or a data object. * * @method Phaser.Loader#atlasJSONArray * @param {string} key - Unique asset key of the texture atlas file. * @param {string} [textureURL] - URL of the texture atlas image file. If undefined or `null` the url will be set to `<key>.png`, i.e. if `key` was "alien" then the URL will be "alien.png". * @param {string} [atlasURL] - URL of the texture atlas data file. If undefined or `null` and no atlasData is given, the url will be set to `<key>.json`, i.e. if `key` was "alien" then the URL will be "alien.json". * @param {object} [atlasData] - A JSON data object. You don't need this if the data is being loaded from a URL. * @return {Phaser.Loader} This Loader instance. */ atlasJSONArray: function (key, textureURL, atlasURL, atlasData) { return this.atlas(key, textureURL, atlasURL, atlasData, Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY); }, /** * Adds a Texture Atlas file to the current load queue. * * Unlike `Loader.atlas` this call expects the atlas data to be in a JSON Hash format. * * To create the Texture Atlas you can use tools such as: * * [Texture Packer](https://www.codeandweb.com/texturepacker/phaser) * [Shoebox](http://renderhjs.net/shoebox/) * * If using Texture Packer we recommend you enable "Trim sprite names". * If your atlas software has an option to "rotate" the resulting frames, you must disable it. * * You can choose to either load the data externally, by providing a URL to a json file. * Or you can pass in a JSON object or String via the `atlasData` parameter. * If you pass a String the data is automatically run through `JSON.parse` and then immediately added to the Phaser.Cache. * * If URLs are provided the files are **not** loaded immediately after calling this method, but are added to the load queue. * * The key must be a unique String. It is used to add the file to the Phaser.Cache upon successful load. * * Retrieve the file via `Cache.getImage(key)`. JSON files are automatically parsed upon load. * If you need to control when the JSON is parsed then use `Loader.text` instead and parse the JSON file as needed. * * The URLs can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it. * * If the textureURL isn't specified then the Loader will take the key and create a filename from that. * For example if the key is "player" and textureURL is null then the Loader will set the URL to be "player.png". * The same is true for the atlasURL. If atlasURL isn't specified and no atlasData has been provided then the Loader will * set the atlasURL to be the key. For example if the key is "player" the atlasURL will be set to "player.json". * * If you do not desire this action then provide URLs and / or a data object. * * @method Phaser.Loader#atlasJSONHash * @param {string} key - Unique asset key of the texture atlas file. * @param {string} [textureURL] - URL of the texture atlas image file. If undefined or `null` the url will be set to `<key>.png`, i.e. if `key` was "alien" then the URL will be "alien.png". * @param {string} [atlasURL] - URL of the texture atlas data file. If undefined or `null` and no atlasData is given, the url will be set to `<key>.json`, i.e. if `key` was "alien" then the URL will be "alien.json". * @param {object} [atlasData] - A JSON data object. You don't need this if the data is being loaded from a URL. * @return {Phaser.Loader} This Loader instance. */ atlasJSONHash: function (key, textureURL, atlasURL, atlasData) { return this.atlas(key, textureURL, atlasURL, atlasData, Phaser.Loader.TEXTURE_ATLAS_JSON_HASH); }, /** * Adds a Texture Atlas file to the current load queue. * * This call expects the atlas data to be in the Starling XML data format. * * To create the Texture Atlas you can use tools such as: * * [Texture Packer](https://www.codeandweb.com/texturepacker/phaser) * [Shoebox](http://renderhjs.net/shoebox/) * * If using Texture Packer we recommend you enable "Trim sprite names". * If your atlas software has an option to "rotate" the resulting frames, you must disable it. * * You can choose to either load the data externally, by providing a URL to an xml file. * Or you can pass in an XML object or String via the `atlasData` parameter. * If you pass a String the data is automatically run through `Loader.parseXML` and then immediately added to the Phaser.Cache. * * If URLs are provided the files are **not** loaded immediately after calling this method, but are added to the load queue. * * The key must be a unique String. It is used to add the file to the Phaser.Cache upon successful load. * * Retrieve the file via `Cache.getImage(key)`. XML files are automatically parsed upon load. * If you need to control when the XML is parsed then use `Loader.text` instead and parse the XML file as needed. * * The URLs can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it. * * If the textureURL isn't specified then the Loader will take the key and create a filename from that. * For example if the key is "player" and textureURL is null then the Loader will set the URL to be "player.png". * The same is true for the atlasURL. If atlasURL isn't specified and no atlasData has been provided then the Loader will * set the atlasURL to be the key. For example if the key is "player" the atlasURL will be set to "player.xml". * * If you do not desire this action then provide URLs and / or a data object. * * @method Phaser.Loader#atlasXML * @param {string} key - Unique asset key of the texture atlas file. * @param {string} [textureURL] - URL of the texture atlas image file. If undefined or `null` the url will be set to `<key>.png`, i.e. if `key` was "alien" then the URL will be "alien.png". * @param {string} [atlasURL] - URL of the texture atlas data file. If undefined or `null` and no atlasData is given, the url will be set to `<key>.json`, i.e. if `key` was "alien" then the URL will be "alien.xml". * @param {object} [atlasData] - An XML data object. You don't need this if the data is being loaded from a URL. * @return {Phaser.Loader} This Loader instance. */ atlasXML: function (key, textureURL, atlasURL, atlasData) { if (atlasURL === undefined) { atlasURL = null; } if (atlasData === undefined) { atlasData = null; } if (!atlasURL && !atlasData) { atlasURL = key + '.xml'; } return this.atlas(key, textureURL, atlasURL, atlasData, Phaser.Loader.TEXTURE_ATLAS_XML_STARLING); }, /** * Adds a Texture Atlas file to the current load queue. * * To create the Texture Atlas you can use tools such as: * * [Texture Packer](https://www.codeandweb.com/texturepacker/phaser) * [Shoebox](http://renderhjs.net/shoebox/) * * If using Texture Packer we recommend you enable "Trim sprite names". * If your atlas software has an option to "rotate" the resulting frames, you must disable it. * * You can choose to either load the data externally, by providing a URL to a json file. * Or you can pass in a JSON object or String via the `atlasData` parameter. * If you pass a String the data is automatically run through `JSON.parse` and then immediately added to the Phaser.Cache. * * If URLs are provided the files are **not** loaded immediately after calling this method, but are added to the load queue. * * The key must be a unique String. It is used to add the file to the Phaser.Cache upon successful load. * * Retrieve the file via `Cache.getImage(key)`. JSON files are automatically parsed upon load. * If you need to control when the JSON is parsed then use `Loader.text` instead and parse the JSON file as needed. * * The URLs can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it. * * If the textureURL isn't specified then the Loader will take the key and create a filename from that. * For example if the key is "player" and textureURL is null then the Loader will set the URL to be "player.png". * The same is true for the atlasURL. If atlasURL isn't specified and no atlasData has been provided then the Loader will * set the atlasURL to be the key. For example if the key is "player" the atlasURL will be set to "player.json". * * If you do not desire this action then provide URLs and / or a data object. * * @method Phaser.Loader#atlas * @param {string} key - Unique asset key of the texture atlas file. * @param {string} [textureURL] - URL of the texture atlas image file. If undefined or `null` the url will be set to `<key>.png`, i.e. if `key` was "alien" then the URL will be "alien.png". * @param {string} [atlasURL] - URL of the texture atlas data file. If undefined or `null` and no atlasData is given, the url will be set to `<key>.json`, i.e. if `key` was "alien" then the URL will be "alien.json". * @param {object} [atlasData] - A JSON or XML data object. You don't need this if the data is being loaded from a URL. * @param {number} [format] - The format of the data. Can be Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY (the default), Phaser.Loader.TEXTURE_ATLAS_JSON_HASH or Phaser.Loader.TEXTURE_ATLAS_XML_STARLING. * @return {Phaser.Loader} This Loader instance. */ atlas: function (key, textureURL, atlasURL, atlasData, format) { if (textureURL === undefined || textureURL === null) { textureURL = key + '.png'; } if (atlasURL === undefined) { atlasURL = null; } if (atlasData === undefined) { atlasData = null; } if (format === undefined) { format = Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY; } if (!atlasURL && !atlasData) { if (format === Phaser.Loader.TEXTURE_ATLAS_XML_STARLING) { atlasURL = key + '.xml'; } else { atlasURL = key + '.json'; } } // 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 = this.parseXml(atlasData); if (!xml) { throw new Error("Phaser.Loader. Invalid Texture Atlas XML given"); } atlasData = xml; } break; } this.addToFileList('textureatlas', key, textureURL, { atlasURL: null, atlasData: atlasData, format: format }); } return this; }, /** * Add a synchronization point to the assets/files added within the supplied callback. * * A synchronization point denotes that an asset _must_ be completely loaded before * subsequent assets can be loaded. An asset marked as a sync-point does not need to wait * for previous assets to load (unless they are sync-points). Resources, such as packs, may still * be downloaded around sync-points, as long as they do not finalize loading. * * @method Phaser.Loader#withSyncPoints * @param {function} callback - The callback is invoked and is supplied with a single argument: the loader. * @param {object} [callbackContext=(loader)] - Context for the callback. * @return {Phaser.Loader} This Loader instance. */ withSyncPoint: function (callback, callbackContext) { this._withSyncPointDepth++; try { callback.call(callbackContext || this, this); } finally { this._withSyncPointDepth--; } return this; }, /** * Add a synchronization point to a specific file/asset in the load queue. * * This has no effect on already loaded assets. * * @method Phaser.Loader#addSyncPoint * @param {string} type - The type of resource to turn into a sync point (image, audio, xml, etc). * @param {string} key - Key of the file you want to turn into a sync point. * @return {Phaser.Loader} This Loader instance. * @see {@link Phaser.Loader#withSyncPoint withSyncPoint} */ addSyncPoint: function (type, key) { var asset = this.getAsset(type, key); if (asset) { asset.file.syncPoint = true; } return this; }, /** * Remove a file/asset from the loading queue. * * A file that is loaded or has started loading cannot be removed. * * @method Phaser.Loader#removeFile * @protected * @param {string} type - The type of resource to add to the list (image, audio, xml, etc). * @param {string} key - Key of the file you want to remove. */ removeFile: function (type, key) { var asset = this.getAsset(type, key); if (asset) { if (!asset.loaded && !asset.loading) { this._fileList.splice(asset.index, 1); } } }, /** * Remove all file loading requests - this is _insufficient_ to stop current loading. Use `reset` instead. * * @method Phaser.Loader#removeAll * @protected */ removeAll: function () { this._fileList.length = 0; this._flightQueue.length = 0; }, /** * Start loading the assets. Normally you don't need to call this yourself as the StateManager will do so. * * @method Phaser.Loader#start */ start: function () { if (this.isLoading) { return; } this.hasLoaded = false; this.isLoading = true; this.updateProgress(); this.processLoadQueue(); }, /** * Process the next item(s) in the file/asset queue. * * Process the queue and start loading enough items to fill up the inflight queue. * * If a sync-file is encountered then subsequent asset processing is delayed until it completes. * The exception to this rule is that packfiles can be downloaded (but not processed) even if * there appear other sync files (ie. packs) - this enables multiple packfiles to be fetched in parallel. * such as during the start phaser. * * @method Phaser.Loader#processLoadQueue * @private */ processLoadQueue: function () { if (!this.isLoading) { console.warn('Phaser.Loader - active loading canceled / reset'); this.finishedLoading(true); return; } // Empty the flight queue as applicable for (var i = 0; i < this._flightQueue.length; i++) { var file = this._flightQueue[i]; if (file.loaded || file.error) { this._flightQueue.splice(i, 1); i--; file.loading = false; file.requestUrl = null; file.requestObject = null; if (file.error) { this.onFileError.dispatch(file.key, file); } if (file.type !== 'packfile') { this._loadedFileCount++; this.onFileComplete.dispatch(this.progress, file.key, !file.error, this._loadedFileCount, this._totalFileCount); } else if (file.type === 'packfile' && file.error) { // Non-error pack files are handled when processing the file queue this._loadedPackCount++; this.onPackComplete.dispatch(file.key, !file.error, this._loadedPackCount, this._totalPackCount); } } } // When true further non-pack file downloads are suppressed var syncblock = false; var inflightLimit = this.enableParallel ? Phaser.Math.clamp(this.maxParallelDownloads, 1, 12) : 1; for (var i = this._processingHead; i < this._fileList.length; i++) { var file = this._fileList[i]; // Pack is fetched (ie. has data) and is currently at the start of the process queue. if (file.type === 'packfile' && !file.error && file.loaded && i === this._processingHead) { // Processing the pack / adds more files this.processPack(file); this._loadedPackCount++; this.onPackComplete.dispatch(file.key, !file.error, this._loadedPackCount, this._totalPackCount); } if (file.loaded || file.error) { // Item at the start of file list finished, can skip it in future if (i === this._processingHead) { this._processingHead = i + 1; } } else if (!file.loading && this._flightQueue.length < inflightLimit) { // -> not loaded/failed, not loading if (file.type === 'packfile' && !file.data) { // Fetches the pack data: the pack is processed above as it reaches queue-start. // (Packs do not trigger onLoadStart or onFileStart.) this._flightQueue.push(file); file.loading = true; this.loadFile(file); } else if (!syncblock) { if (!this._fileLoadStarted) { this._fileLoadStarted = true; this.onLoadStart.dispatch(); } this._flightQueue.push(file); file.loading = true; this.onFileStart.dispatch(this.progress, file.key, file.url); this.loadFile(file); } } if (!file.loaded && file.syncPoint) { syncblock = true; } // Stop looking if queue full - or if syncblocked and there are no more packs. // (As only packs can be loaded around a syncblock) if (this._flightQueue.length >= inflightLimit || (syncblock && this._loadedPackCount === this._totalPackCount)) { break; } } this.updateProgress(); // True when all items in the queue have been advanced over // (There should be no inflight items as they are complete - loaded/error.) if (this._processingHead >= this._fileList.length) { this.finishedLoading(); } else if (!this._flightQueue.length) { // Flight queue is empty but file list is not done being processed. // This indicates a critical internal error with no known recovery. console.warn("Phaser.Loader - aborting: processing queue empty, loading may have stalled"); var _this = this; setTimeout(function () { _this.finishedLoading(true); }, 2000); } }, /** * The loading is all finished. * * @method Phaser.Loader#finishedLoading * @private * @param {boolean} [abnormal=true] - True if the loading finished abnormally. */ finishedLoading: function (abnormal) { if (this.hasLoaded) { return; } this.hasLoaded = true; this.isLoading = false; // If there were no files make sure to trigger the event anyway, for consistency if (!abnormal && !this._fileLoadStarted) { this._fileLoadStarted = true; this.onLoadStart.dispatch(); } this.onLoadComplete.dispatch(); this.game.state.loadComplete(); this.reset(); }, /** * Informs the loader that the given file resource has been fetched and processed; * or such a request has failed. * * @method Phaser.Loader#asyncComplete * @private * @param {object} file * @param {string} [error=''] - The error message, if any. No message implies no error. */ asyncComplete: function (file, errorMessage) { if (errorMessage === undefined) { errorMessage = ''; } file.loaded = true; file.error = !!errorMessage; if (errorMessage) { file.errorMessage = errorMessage; console.warn('Phaser.Loader - ' + file.type + '[' + file.key + ']' + ': ' + errorMessage); } this.processLoadQueue(); }, /** * Process pack data. This will usually modify the file list. * * @method Phaser.Loader#processPack * @private * @param {object} pack */ processPack: function (pack) { var packData = pack.data[pack.key]; if (!packData) { console.warn('Phaser.Loader - ' + pack.key + ': pack has data, but not for pack key'); return; } for (var i = 0; i < packData.length; i++) { var file = packData[i]; switch (file.type) { case "image": this.image(file.key, file.url, file.overwrite); break; case "text": this.text(file.key, file.url, file.overwrite); break; case "json": this.json(file.key, file.url, file.overwrite); break; case "xml": this.xml(file.key, file.url, file.overwrite); break; case "script": this.script(file.key, file.url, file.callback, pack.callbackContext || this); break; case "binary": this.binary(file.key, file.url, file.callback, pack.callbackContext || this); break; case "spritesheet": this.spritesheet(file.key, file.url, file.frameWidth, file.frameHeight, file.frameMax, file.margin, file.spacing, file.skipFrames); break; case "video": this.video(file.key, file.urls); break; case "audio": this.audio(file.key, file.urls, file.autoDecode); break; case "audiosprite": this.audiosprite(file.key, file.urls, file.jsonURL, file.jsonData, file.autoDecode); break; case "tilemap": this.tilemap(file.key, file.url, file.data, Phaser.Tilemap[file.format]); break; case "physics": this.physics(file.key, file.url, file.data, Phaser.Loader[file.format]); break; case "bitmapFont": this.bitmapFont(file.key, file.textureURL, file.atlasURL, file.atlasData, file.xSpacing, file.ySpacing); break; case "atlasJSONArray": this.atlasJSONArray(file.key, file.textureURL, file.atlasURL, file.atlasData); break; case "atlasJSONHash": this.atlasJSONHash(file.key, file.textureURL, file.atlasURL, file.atlasData); break; case "atlasXML": this.atlasXML(file.key, file.textureURL, file.atlasURL, file.atlasData); break; case "atlas": this.atlas(file.key, file.textureURL, file.atlasURL, file.atlasData, Phaser.Loader[file.format]); break; case "shader": this.shader(file.key, file.url, file.overwrite); break; } } }, /** * Transforms the asset URL. * * The default implementation prepends the baseURL if the url doesn't begin with http or // * * @method Phaser.Loader#transformUrl * @protected * @param {string} url - The url to transform. * @param {object} file - The file object being transformed. * @return {string} The transformed url. In rare cases where the url isn't specified it will return false instead. */ transformUrl: function (url, file) { if (!url) { return false; } if (url.match(/^(?:blob:|data:|http:\/\/|https:\/\/|\/\/)/)) { return url; } else { return this.baseURL + file.path + url; } }, /** * Start fetching a resource. * * All code paths, async or otherwise, from this function must return to `asyncComplete`. * * @method Phaser.Loader#loadFile * @private * @param {object} file */ loadFile: function (file) { // Image or Data? switch (file.type) { case 'packfile': this.xhrLoad(file, this.transformUrl(file.url, file), 'text', this.fileComplete); break; case 'image': case 'spritesheet': case 'textureatlas': case 'bitmapfont': this.loadImageTag(file); break; case 'audio': file.url = this.getAudioURL(file.url); if (file.url) { // WebAudio or Audio Tag? if (this.game.sound.usingWebAudio) { this.xhrLoad(file, this.transformUrl(file.url, file), 'arraybuffer', this.fileComplete); } else if (this.game.sound.usingAudioTag) { this.loadAudioTag(file); } } else { this.fileError(file, null, 'No supported audio URL specified or device does not have audio playback support'); } break; case 'video': file.url = this.getVideoURL(file.url); if (file.url) { if (file.asBlob) { this.xhrLoad(file, this.transformUrl(file.url, file), 'blob', this.fileComplete); } else { this.loadVideoTag(file); } } else { this.fileError(file, null, 'No supported video URL specified or device does not have video playback support'); } break; case 'json': this.xhrLoad(file, this.transformUrl(file.url, file), 'text', this.jsonLoadComplete); break; case 'xml': this.xhrLoad(file, this.transformUrl(file.url, file), 'text', this.xmlLoadComplete); break; case 'tilemap': if (file.format === Phaser.Tilemap.TILED_JSON) { this.xhrLoad(file, this.transformUrl(file.url, file), 'text', this.jsonLoadComplete); } else if (file.format === Phaser.Tilemap.CSV) { this.xhrLoad(file, this.transformUrl(file.url, file), 'text', this.csvLoadComplete); } else { this.asyncComplete(file, "invalid Tilemap format: " + file.format); } break; case 'text': case 'script': case 'shader': case 'physics': this.xhrLoad(file, this.transformUrl(file.url, file), 'text', this.fileComplete); break; case 'texture': if (file.key.split('_').pop() === 'truecolor') { this.loadImageTag(file); } break; case 'binary': this.xhrLoad(file, this.transformUrl(file.url, file), 'arraybuffer', this.fileComplete); break; } }, /** * Continue async loading through an Image tag. * @private */ loadImageTag: function (file) { var _this = this; file.data = new Image(); file.data.name = file.key; if (this.crossOrigin) { file.data.crossOrigin = this.crossOrigin; } file.data.onload = function () { if (file.data.onload) { file.data.onload = null; file.data.onerror = null; _this.fileComplete(file); } }; file.data.onerror = function () { if (file.data.onload) { file.data.onload = null; file.data.onerror = null; _this.fileError(file); } }; file.data.src = this.transformUrl(file.url, file); // Image is immediately-available/cached if (file.data.complete && file.data.width && file.data.height) { file.data.onload = null; file.data.onerror = null; this.fileComplete(file); } }, /** * Continue async loading through a Video tag. * @private */ loadVideoTag: function (file) { var _this = this; file.data = document.createElement("video"); file.data.name = file.key; file.data.controls = false; file.data.autoplay = false; var videoLoadEvent = function () { file.data.removeEventListener(file.loadEvent, videoLoadEvent, false); file.data.onerror = null; file.data.canplay = true; Phaser.GAMES[_this.game.id].load.fileComplete(file); }; file.data.onerror = function () { file.data.removeEventListener(file.loadEvent, videoLoadEvent, false); file.data.onerror = null; file.data.canplay = false; _this.fileError(file); }; file.data.addEventListener(file.loadEvent, videoLoadEvent, false); file.data.src = this.transformUrl(file.url, file); file.data.load(); }, /** * Continue async loading through an Audio tag. * @private */ loadAudioTag: function (file) { var _this = this; if (this.game.sound.touchLocked) { // If audio is locked we can't do this yet, so need to queue this load request. Bum. file.data = new Audio(); file.data.name = file.key; file.data.preload = 'auto'; file.data.src = this.transformUrl(file.url, file); this.fileComplete(file); } else { file.data = new Audio(); file.data.name = file.key; var playThroughEvent = function () { file.data.removeEventListener('canplaythrough', playThroughEvent, false); file.data.onerror = null; _this.fileComplete(file); }; file.data.onerror = function () { file.data.removeEventListener('canplaythrough', playThroughEvent, false); file.data.onerror = null; _this.fileError(file); }; file.data.preload = 'auto'; file.data.src = this.transformUrl(file.url, file); file.data.addEventListener('canplaythrough', playThroughEvent, false); file.data.load(); } }, /** * Starts the xhr loader. * * This is designed specifically to use with asset file processing. * * @method Phaser.Loader#xhrLoad * @private * @param {object} file - The file/pack to load. * @param {string} url - The URL of the file. * @param {string} type - The xhr responseType. * @param {function} onload - The function to call on success. Invoked in `this` context and supplied with `(file, xhr)` arguments. * @param {function} [onerror=fileError] The function to call on error. Invoked in `this` context and supplied with `(file, xhr)` arguments. */ xhrLoad: function (file, url, type, onload, onerror) { if (this.useXDomainRequest && window.XDomainRequest) { this.xhrLoadWithXDR(file, url, type, onload, onerror); return; } var xhr = new XMLHttpRequest(); xhr.open("GET", url, true); xhr.responseType = type; if (this.headers['requestedWith'] !== false) { xhr.setRequestHeader('X-Requested-With', this.headers['requestedWith']); } if (this.headers[file.type]) { xhr.setRequestHeader('Accept', this.headers[file.type]); } onerror = onerror || this.fileError; var _this = this; xhr.onload = function () { try { if (xhr.readyState === 4 && xhr.status >= 400 && xhr.status <= 599) { // Handle HTTP status codes of 4xx and 5xx as errors, even if xhr.onerror was not called. return onerror.call(_this, file, xhr); } else { return onload.call(_this, file, xhr); } } catch (e) { // If this was the last file in the queue and an error is thrown in the create method // then it's caught here, so be sure we don't carry on processing it if (!_this.hasLoaded) { _this.asyncComplete(file, e.message || 'Exception'); } else { if (window['console']) { console.error(e); } } } }; xhr.onerror = function () { try { return onerror.call(_this, file, xhr); } catch (e) { if (!_this.hasLoaded) { _this.asyncComplete(file, e.message || 'Exception'); } else { if (window['console']) { console.error(e); } } } }; file.requestObject = xhr; file.requestUrl = url; xhr.send(); }, /** * Starts the xhr loader - using XDomainRequest. * This should _only_ be used with IE 9. Phaser does not support IE 8 and XDR is deprecated in IE 10. * * This is designed specifically to use with asset file processing. * * @method Phaser.Loader#xhrLoad * @private * @param {object} file - The file/pack to load. * @param {string} url - The URL of the file. * @param {string} type - The xhr responseType. * @param {function} onload - The function to call on success. Invoked in `this` context and supplied with `(file, xhr)` arguments. * @param {function} [onerror=fileError] The function to call on error. Invoked in `this` context and supplied with `(file, xhr)` arguments. * @deprecated This is only relevant for IE 9. */ xhrLoadWithXDR: function (file, url, type, onload, onerror) { // Special IE9 magic .. only if (!this._warnedAboutXDomainRequest && (!this.game.device.ie || this.game.device.ieVersion >= 10)) { this._warnedAboutXDomainRequest = true; console.warn("Phaser.Loader - using XDomainRequest outside of IE 9"); } // Ref: http://blogs.msdn.com/b/ieinternals/archive/2010/05/13/xdomainrequest-restrictions-limitations-and-workarounds.aspx var xhr = new window.XDomainRequest(); xhr.open('GET', url, true); xhr.responseType = type; // XDomainRequest has a few quirks. Occasionally it will abort requests // A way to avoid this is to make sure ALL callbacks are set even if not used // More info here: http://stackoverflow.com/questions/15786966/xdomainrequest-aborts-post-on-ie-9 xhr.timeout = 3000; onerror = onerror || this.fileError; var _this = this; xhr.onerror = function () { try { return onerror.call(_this, file, xhr); } catch (e) { _this.asyncComplete(file, e.message || 'Exception'); } }; xhr.ontimeout = function () { try { return onerror.call(_this, file, xhr); } catch (e) { _this.asyncComplete(file, e.message || 'Exception'); } }; xhr.onprogress = function() {}; xhr.onload = function () { try { if (xhr.readyState === 4 && xhr.status >= 400 && xhr.status <= 599) { // Handle HTTP status codes of 4xx and 5xx as errors, even if xhr.onerror was not called. return onerror.call(_this, file, xhr); } else { return onload.call(_this, file, xhr); } return onload.call(_this, file, xhr); } catch (e) { _this.asyncComplete(file, e.message || 'Exception'); } }; file.requestObject = xhr; file.requestUrl = url; // Note: The xdr.send() call is wrapped in a timeout to prevent an issue with the interface where some requests are lost // if multiple XDomainRequests are being sent at the same time. setTimeout(function () { xhr.send(); }, 0); }, /** * Give a bunch of URLs, return the first URL that has an extension this device thinks it can play. * * It is assumed that the device can play "blob:" or "data:" URIs - There is no mime-type checking on data URIs. * * @method Phaser.Loader#getVideoURL * @private * @param {object[]|string[]} urls - See {@link #video} for format. * @return {string} The URL to try and fetch; or null. */ getVideoURL: function (urls) { for (var i = 0; i < urls.length; i++) { var url = urls[i]; var videoType; if (url.uri) // {uri: .., type: ..} pair { videoType = url.type; url = url.uri; if (this.game.device.canPlayVideo(videoType)) { return url; } } else { // Assume direct-data URI can be played if not in a paired form; select immediately if (url.indexOf("blob:") === 0 || url.indexOf("data:") === 0) { return url; } if (url.indexOf("?") >= 0) // Remove query from URL { url = url.substr(0, url.indexOf("?")); } var extension = url.substr((Math.max(0, url.lastIndexOf(".")) || Infinity) + 1); videoType = extension.toLowerCase(); if (this.game.device.canPlayVideo(videoType)) { return urls[i]; } } } return null; }, /** * Give a bunch of URLs, return the first URL that has an extension this device thinks it can play. * * It is assumed that the device can play "blob:" or "data:" URIs - There is no mime-type checking on data URIs. * * @method Phaser.Loader#getAudioURL * @private * @param {object[]|string[]} urls - See {@link #audio} for format. * @return {string} The URL to try and fetch; or null. */ getAudioURL: function (urls) { if (this.game.sound.noAudio) { return null; } for (var i = 0; i < urls.length; i++) { var url = urls[i]; var audioType; if (url.uri) // {uri: .., type: ..} pair { audioType = url.type; url = url.uri; if (this.game.device.canPlayAudio(audioType)) { return url; } } else { // Assume direct-data URI can be played if not in a paired form; select immediately if (url.indexOf("blob:") === 0 || url.indexOf("data:") === 0) { return url; } if (url.indexOf("?") >= 0) // Remove query from URL { url = url.substr(0, url.indexOf("?")); } var extension = url.substr((Math.max(0, url.lastIndexOf(".")) || Infinity) + 1); audioType = extension.toLowerCase(); if (this.game.device.canPlayAudio(audioType)) { return urls[i]; } } } return null; }, /** * Error occurred when loading a file. * * @method Phaser.Loader#fileError * @private * @param {object} file * @param {?XMLHttpRequest} xhr - XHR request, unspecified if loaded via other means (eg. tags) * @param {string} reason */ fileError: function (file, xhr, reason) { var url = file.requestUrl || this.transformUrl(file.url, file); var message = 'error loading asset from URL ' + url; if (!reason && xhr) { reason = xhr.status; } if (reason) { message = message + ' (' + reason + ')'; } this.asyncComplete(file, message); }, /** * Called when a file has been downloaded and needs to be processed further. * * @method Phaser.Loader#fileComplete * @private * @param {object} file - File loaded * @param {?XMLHttpRequest} xhr - XHR request, unspecified if loaded via other means (eg. tags) */ fileComplete: function (file, xhr) { var loadNext = true; switch (file.type) { case 'packfile': // Pack data must never be false-ish after it is fetched without error var data = JSON.parse(xhr.responseText); file.data = data || {}; break; case 'texture': if (file.data !== null) { this.cache.addCompressedTextureMetaData(file.key, file.url, file.url.split('.').pop().toLowerCase(), file.data); } else { this.cache.addCompressedTextureMetaData(file.key, file.url, file.url.split('.').pop().toLowerCase(), xhr.response); } break; case 'image': this.cache.addImage(file.key, file.url, file.data); break; case 'spritesheet': this.cache.addSpriteSheet(file.key, file.url, file.data, file.frameWidth, file.frameHeight, file.frameMax, file.margin, file.spacing, file.skipFrames); break; case 'textureatlas': if (file.atlasURL == null) { this.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; if (file.format === Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY || file.format === Phaser.Loader.TEXTURE_ATLAS_JSON_HASH || file.format === Phaser.Loader.TEXTURE_ATLAS_JSON_PYXEL) { this.xhrLoad(file, this.transformUrl(file.atlasURL, file), 'text', this.jsonLoadComplete); } else if (file.format === Phaser.Loader.TEXTURE_ATLAS_XML_STARLING) { this.xhrLoad(file, this.transformUrl(file.atlasURL, file), 'text', this.xmlLoadComplete); } else { throw new Error("Phaser.Loader. Invalid Texture Atlas format: " + file.format); } } break; case 'bitmapfont': if (!file.atlasURL) { this.cache.addBitmapFont(file.key, file.url, file.data, file.atlasData, file.atlasType, file.xSpacing, file.ySpacing); } else { // Load the XML before carrying on with the next file loadNext = false; this.xhrLoad(file, this.transformUrl(file.atlasURL, file), 'text', function (file, xhr) { var json; try { // Try to parse as JSON, if it fails, then it's hopefully XML json = JSON.parse(xhr.responseText); } catch (e) {} if (!!json) { file.atlasType = 'json'; this.jsonLoadComplete(file, xhr); } else { file.atlasType = 'xml'; this.xmlLoadComplete(file, xhr); } }); } break; case 'video': if (file.asBlob) { try { file.data = xhr.response; } catch (e) { throw new Error("Phaser.Loader. Unable to parse video file as Blob: " + file.key); } } this.cache.addVideo(file.key, file.url, file.data, file.asBlob); break; case 'audio': if (this.game.sound.usingWebAudio) { file.data = xhr.response; this.cache.addSound(file.key, file.url, file.data, true, false); if (file.autoDecode) { this.game.sound.decode(file.key); } } else { this.cache.addSound(file.key, file.url, file.data, false, true); } break; case 'text': file.data = xhr.responseText; this.cache.addText(file.key, file.url, file.data); break; case 'shader': file.data = xhr.responseText; this.cache.addShader(file.key, file.url, file.data); break; case 'physics': var data = JSON.parse(xhr.responseText); this.cache.addPhysicsData(file.key, file.url, data, file.format); break; case 'script': file.data = document.createElement('script'); file.data.language = 'javascript'; file.data.type = 'text/javascript'; file.data.defer = false; file.data.text = xhr.responseText; document.head.appendChild(file.data); if (file.callback) { file.data = file.callback.call(file.callbackContext, file.key, xhr.responseText); } break; case 'binary': if (file.callback) { file.data = file.callback.call(file.callbackContext, file.key, xhr.response); } else { file.data = xhr.response; } this.cache.addBinary(file.key, file.data); break; } if (loadNext) { this.asyncComplete(file); } }, /** * Successfully loaded a JSON file - only used for certain types. * * @method Phaser.Loader#jsonLoadComplete * @private * @param {object} file - File associated with this request * @param {XMLHttpRequest} xhr */ jsonLoadComplete: function (file, xhr) { var data = JSON.parse(xhr.responseText); if (file.type === 'tilemap') { this.cache.addTilemap(file.key, file.url, data, file.format); } else if (file.type === 'bitmapfont') { this.cache.addBitmapFont(file.key, file.url, file.data, data, file.atlasType, file.xSpacing, file.ySpacing); } else if (file.type === 'json') { this.cache.addJSON(file.key, file.url, data); } else { this.cache.addTextureAtlas(file.key, file.url, file.data, data, file.format); } this.asyncComplete(file); }, /** * Successfully loaded a CSV file - only used for certain types. * * @method Phaser.Loader#csvLoadComplete * @private * @param {object} file - File associated with this request * @param {XMLHttpRequest} xhr */ csvLoadComplete: function (file, xhr) { var data = xhr.responseText; this.cache.addTilemap(file.key, file.url, data, file.format); this.asyncComplete(file); }, /** * Successfully loaded an XML file - only used for certain types. * * @method Phaser.Loader#xmlLoadComplete * @private * @param {object} file - File associated with this request * @param {XMLHttpRequest} xhr */ xmlLoadComplete: function (file, xhr) { // Always try parsing the content as XML, regardless of actually response type var data = xhr.responseText; var xml = this.parseXml(data); if (!xml) { var responseType = xhr.responseType || xhr.contentType; // contentType for MS-XDomainRequest console.warn('Phaser.Loader - ' + file.key + ': invalid XML (' + responseType + ')'); this.asyncComplete(file, "invalid XML"); return; } if (file.type === 'bitmapfont') { this.cache.addBitmapFont(file.key, file.url, file.data, xml, file.atlasType, file.xSpacing, file.ySpacing); } else if (file.type === 'textureatlas') { this.cache.addTextureAtlas(file.key, file.url, file.data, xml, file.format); } else if (file.type === 'xml') { this.cache.addXML(file.key, file.url, xml); } this.asyncComplete(file); }, /** * Parses string data as XML. * * @method Phaser.Loader#parseXml * @private * @param {string} data - The XML text to parse * @return {?XMLDocument} Returns the xml document, or null if such could not parsed to a valid document. */ parseXml: function (data) { var xml; try { if (window['DOMParser']) { var domparser = new DOMParser(); xml = domparser.parseFromString(data, "text/xml"); } else { xml = new ActiveXObject("Microsoft.XMLDOM"); // Why is this 'false'? xml.async = 'false'; xml.loadXML(data); } } catch (e) { xml = null; } if (!xml || !xml.documentElement || xml.getElementsByTagName("parsererror").length) { return null; } else { return xml; } }, /** * Update the loading sprite progress. * * @method Phaser.Loader#nextFile * @private * @param {object} previousFile * @param {boolean} success - Whether the previous asset loaded successfully or not. */ updateProgress: function () { if (this.preloadSprite) { if (this.preloadSprite.direction === 0) { this.preloadSprite.rect.width = Math.floor((this.preloadSprite.width / 100) * this.progress); } else { this.preloadSprite.rect.height = Math.floor((this.preloadSprite.height / 100) * this.progress); } if (this.preloadSprite.sprite) { this.preloadSprite.sprite.updateCrop(); } else { // We seem to have lost our sprite - maybe it was destroyed? this.preloadSprite = null; } } }, /** * Returns the number of files that have already been loaded, even if they errored. * * @method Phaser.Loader#totalLoadedFiles * @protected * @return {number} The number of files that have already been loaded (even if they errored) */ totalLoadedFiles: function () { return this._loadedFileCount; }, /** * Returns the number of files still waiting to be processed in the load queue. This value decreases as each file in the queue is loaded. * * @method Phaser.Loader#totalQueuedFiles * @protected * @return {number} The number of files that still remain in the load queue. */ totalQueuedFiles: function () { return this._totalFileCount - this._loadedFileCount; }, /** * Returns the number of asset packs that have already been loaded, even if they errored. * * @method Phaser.Loader#totalLoadedPacks * @protected * @return {number} The number of asset packs that have already been loaded (even if they errored) */ totalLoadedPacks: function () { return this._totalPackCount; }, /** * Returns the number of asset packs still waiting to be processed in the load queue. This value decreases as each pack in the queue is loaded. * * @method Phaser.Loader#totalQueuedPacks * @protected * @return {number} The number of asset packs that still remain in the load queue. */ totalQueuedPacks: function () { return this._totalPackCount - this._loadedPackCount; } }; /** * The non-rounded load progress value (from 0.0 to 100.0). * * A general indicator of the progress. * It is possible for the progress to decrease, after `onLoadStart`, if more files are dynamically added. * * @name Phaser.Loader#progressFloat * @property {number} */ Object.defineProperty(Phaser.Loader.prototype, "progressFloat", { get: function () { var progress = (this._loadedFileCount / this._totalFileCount) * 100; return Phaser.Math.clamp(progress || 0, 0, 100); } }); /** * The rounded load progress percentage value (from 0 to 100). See {@link Phaser.Loader#progressFloat}. * * @name Phaser.Loader#progress * @property {integer} */ Object.defineProperty(Phaser.Loader.prototype, "progress", { get: function () { return Math.round(this.progressFloat); } }); Phaser.Loader.prototype.constructor = Phaser.Loader;