/** * @author Richard Davey * @copyright 2013 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * Phaser loader constructor. * The Loader handles loading all external content such as Images, Sounds, Texture Atlases and data files. * It uses a combination of Image() loading and xhr and provides progress and completion callbacks. * @class Phaser.Loader * @classdesc The Loader handles loading all external content such as Images, Sounds, Texture Atlases and data files. * It uses a combination of Image() loading and xhr and provides progress and completion callbacks. * @constructor * @param {Phaser.Game} game - A reference to the currently running game. */ Phaser.Loader = function (game) { /** * @property {Phaser.Game} game - Local reference to game. */ this.game = game; /** * @property {array} _fileList - Contains all the assets file infos. * @private */ this._fileList = []; /** * @property {number} _fileIndex - The index of the current file being loaded. * @private */ this._fileIndex = 0; /** * @property {number} _progressChunk - Indicates assets loading progress. (from 0 to 100) * @private * @default */ this._progressChunk = 0; /** * @property {XMLHttpRequest} - An XMLHttpRequest object used for loading text and audio data. * @private */ this._xhr = new XMLHttpRequest(); /** * @property {boolean} isLoading - True if the Loader is in the process of loading the queue. * @default */ this.isLoading = false; /** * @property {boolean} hasLoaded - True if all assets in the queue have finished loading. * @default */ this.hasLoaded = false; /** * @property {number} progress - The Load progress percentage value (from 0 to 100) * @default */ this.progress = 0; /** * You can optionally link a sprite to the preloader. * If you do so the Sprite's width or height will be cropped based on the percentage loaded. * @property {Phaser.Sprite} preloadSprite * @default */ this.preloadSprite = null; /** * @property {string} crossOrigin - The crossOrigin value applied to loaded images */ this.crossOrigin = ''; /** * If you want to append a URL before the path of any asset you can set this here. * Useful if you need to allow an asset url to be configured outside of the game code. * MUST have / on the end of it! * @property {string} baseURL * @default */ this.baseURL = ''; /** * @property {Phaser.Signal} onFileComplete - Event signal. */ this.onFileComplete = new Phaser.Signal(); /** * @property {Phaser.Signal} onFileError - Event signal. */ this.onFileError = new Phaser.Signal(); /** * @property {Phaser.Signal} onLoadStart - Event signal. */ this.onLoadStart = new Phaser.Signal(); /** * @property {Phaser.Signal} onLoadComplete - Event signal. */ this.onLoadComplete = new Phaser.Signal(); }; /** * @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; Phaser.Loader.prototype = { /** * You can 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. * * @method Phaser.Loader#setPreloadSprite * @param {Phaser.Sprite} sprite - The sprite that will be cropped during the load. * @param {number} [direction=0] - A value of zero means the sprite width will be cropped, a value of 1 means its height will be cropped. */ setPreloadSprite: function (sprite, direction) { direction = direction || 0; this.preloadSprite = { sprite: sprite, direction: direction, width: sprite.width, height: sprite.height, crop: null }; if (direction === 0) { // Horizontal crop this.preloadSprite.crop = new Phaser.Rectangle(0, 0, 1, sprite.height); } else { // Vertical crop this.preloadSprite.crop = new Phaser.Rectangle(0, 0, sprite.width, 1); } sprite.crop = this.preloadSprite.crop; sprite.cropEnabled = true; }, /** * Check whether asset exists with a specific key. * * @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) { if (this._fileList.length > 0) { for (var i = 0; i < this._fileList.length; i++) { if (this._fileList[i].type === type && this._fileList[i].key === key) { return true; } } } return false; }, /** * Gets the asset that is queued for load. * * @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 false. */ getAsset: function (type, key) { if (this._fileList.length > 0) { for (var i = 0; i < this._fileList.length; i++) { if (this._fileList[i].type === type && this._fileList[i].key === key) { return { index: i, file: this._fileList[i] }; } } } return false; }, /** * Reset loader, this will remove the load queue. * * @method Phaser.Loader#reset */ reset: function () { this.preloadSprite = null; this.isLoading = false; this._fileList.length = 0; this._fileIndex = 0; }, /** * Internal function that adds a new entry to the file list. Do not call directly. * * @method Phaser.Loader#addToFileList * @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. * @protected */ addToFileList: function (type, key, url, properties) { var entry = { type: type, key: key, url: url, data: null, error: false, loaded: false }; if (typeof properties !== "undefined") { for (var prop in properties) { entry[prop] = properties[prop]; } } if (this.checkKeyExists(type, key) === false) { this._fileList.push(entry); } }, /** * Internal function that replaces an existing entry in the file list with a new one. Do not call directly. * * @method Phaser.Loader#replaceInFileList * @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. * @protected */ replaceInFileList: function (type, key, url, properties) { var entry = { type: type, key: key, url: url, data: null, error: false, loaded: false }; if (typeof properties !== "undefined") { for (var prop in properties) { entry[prop] = properties[prop]; } } if (this.checkKeyExists(type, key) === false) { this._fileList.push(entry); } }, /** * Add an image to the Loader. * * @method Phaser.Loader#image * @param {string} key - Unique asset key of this image file. * @param {string} url - URL of image file. * @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 overwrite === "undefined") { overwrite = false; } if (overwrite) { this.replaceInFileList('image', key, url); } else { this.addToFileList('image', key, url); } return this; }, /** * Add a text file to the Loader. * * @method Phaser.Loader#text * @param {string} key - Unique asset key of the text file. * @param {string} url - URL of the text file. * @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) { if (typeof overwrite === "undefined") { overwrite = false; } if (overwrite) { this.replaceInFileList('text', key, url); } else { this.addToFileList('text', key, url); } return this; }, /** * Add a JavaScript file to the Loader. Once loaded the JavaScript file will be automatically turned into a script tag (and executed), so be careful what you load! * * @method Phaser.Loader#script * @param {string} key - Unique asset key of the script file. * @param {string} url - URL of the JavaScript file. * @return {Phaser.Loader} This Loader instance. */ script: function (key, url) { this.addToFileList('script', key, url); return this; }, /** * Add a binary file to the Loader. 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 you specify a callback, the file data will be set to whatever your callback returns. So 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. * @param {function} [callback] - Optional callback that will be passed the file after loading, so you can perform additional processing on it. * @param {function} [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 (typeof callback === 'undefined') { callback = false; } if (callback !== false && typeof callbackContext === 'undefined') { callbackContext = callback; } this.addToFileList('binary', key, url, { callback: callback, callbackContext: callbackContext }); return this; }, /** * Add a new sprite sheet to the loader. * * @method Phaser.Loader#spritesheet * @param {string} key - Unique asset key of the sheet file. * @param {string} url - URL of the sheet file. * @param {number} frameWidth - Width of each single frame. * @param {number} frameHeight - Height of each single frame. * @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. * @return {Phaser.Loader} This Loader instance. */ spritesheet: function (key, url, frameWidth, frameHeight, frameMax, margin, spacing) { if (typeof frameMax === "undefined") { frameMax = -1; } if (typeof margin === "undefined") { margin = 0; } if (typeof spacing === "undefined") { spacing = 0; } this.addToFileList('spritesheet', key, url, { frameWidth: frameWidth, frameHeight: frameHeight, frameMax: frameMax, margin: margin, spacing: spacing }); return this; }, /** * Add a new audio file to the loader. * * @method Phaser.Loader#audio * @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.: [ 'jump.mp3', 'jump.ogg', 'jump.m4a' ] or a single string containing just one URL. * @param {boolean} autoDecode - When using Web Audio the audio files can either be decoded at load time or run-time. They can't be played until they are decoded, but this let's you control when that happens. Decoding is a non-blocking async process. * @return {Phaser.Loader} This Loader instance. */ audio: function (key, urls, autoDecode) { if (typeof autoDecode === "undefined") { autoDecode = true; } this.addToFileList('audio', key, urls, { buffer: null, autoDecode: autoDecode }); return this; }, /** * Add a new tilemap loading request. * * @method Phaser.Loader#tilemap * @param {string} key - Unique asset key of the tilemap data. * @param {string} [mapDataURL] - The url of the map data file (csv/json) * @param {object} [mapData] - An optional JSON data object. If given then the mapDataURL is ignored and this JSON object is used for map data instead. * @param {string} [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, mapDataURL, mapData, format) { if (typeof mapDataURL === "undefined") { mapDataURL = null; } if (typeof mapData === "undefined") { mapData = null; } if (typeof format === "undefined") { format = Phaser.Tilemap.CSV; } if (mapDataURL == null && mapData == null) { console.warn('Phaser.Loader.tilemap - Both mapDataURL and mapData are null. One must be set.'); return this; } // A map data object has been given if (mapData) { switch (format) { // A csv string or object has been given case Phaser.Tilemap.CSV: break; // An xml string or object has been given case Phaser.Tilemap.TILED_JSON: if (typeof mapData === 'string') { mapData = JSON.parse(mapData); } break; } this.game.cache.addTilemap(key, null, mapData, format); } else { this.addToFileList('tilemap', key, mapDataURL, { format: format }); } return this; }, /** * Add a new bitmap font loading request. * * @method Phaser.Loader#bitmapFont * @param {string} key - Unique asset key of the bitmap font. * @param {string} textureURL - The url of the font image file. * @param {string} [xmlURL] - The url of the font data file (xml/fnt) * @param {object} [xmlData] - An optional XML data object. * @return {Phaser.Loader} This Loader instance. */ bitmapFont: function (key, textureURL, xmlURL, xmlData) { if (typeof xmlURL === "undefined") { xmlURL = null; } if (typeof xmlData === "undefined") { xmlData = null; } // A URL to a json/xml file has been given if (xmlURL) { this.addToFileList('bitmapfont', key, textureURL, { xmlURL: xmlURL }); } else { // An xml string or object has been given if (typeof xmlData === 'string') { var xml; try { if (window['DOMParser']) { var domparser = new DOMParser(); xml = domparser.parseFromString(xmlData, "text/xml"); } else { xml = new ActiveXObject("Microsoft.XMLDOM"); xml.async = 'false'; xml.loadXML(xmlData); } } catch (e) { xml = undefined; } if (!xml || !xml.documentElement || xml.getElementsByTagName("parsererror").length) { throw new Error("Phaser.Loader. Invalid Bitmap Font XML given"); } else { this.addToFileList('bitmapfont', key, textureURL, { xmlURL: null, xmlData: xml }); } } } return this; }, /** * Add a new texture atlas to the loader. This atlas uses the JSON Array data format. * * @method Phaser.Loader#atlasJSONArray * @param {string} key - Unique asset key of the texture atlas file. * @param {string} textureURL - The url of the texture atlas image file. * @param {string} [atlasURL] - The url of the texture atlas data file (json/xml). You don't need this if you are passing an atlasData object instead. * @param {object} [atlasData] - A JSON or XML 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); }, /** * Add a new texture atlas to the loader. This atlas uses the JSON Hash data format. * * @method Phaser.Loader#atlasJSONHash * @param {string} key - Unique asset key of the texture atlas file. * @param {string} textureURL - The url of the texture atlas image file. * @param {string} [atlasURL] - The url of the texture atlas data file (json/xml). You don't need this if you are passing an atlasData object instead. * @param {object} [atlasData] - A JSON or XML 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); }, /** * Add a new texture atlas to the loader. This atlas uses the Starling XML data format. * * @method Phaser.Loader#atlasXML * @param {string} key - Unique asset key of the texture atlas file. * @param {string} textureURL - The url of the texture atlas image file. * @param {string} [atlasURL] - The url of the texture atlas data file (json/xml). You don't need this if you are passing an atlasData object instead. * @param {object} [atlasData] - A JSON or 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) { return this.atlas(key, textureURL, atlasURL, atlasData, Phaser.Loader.TEXTURE_ATLAS_XML_STARLING); }, /** * Add a new texture atlas to the loader. * * @method Phaser.Loader#atlas * @param {string} key - Unique asset key of the texture atlas file. * @param {string} textureURL - The url of the texture atlas image file. * @param {string} [atlasURL] - The url of the texture atlas data file (json/xml). You don't need this if you are passing an atlasData object instead. * @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] - A value describing the format of the data, the default is Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY. * @return {Phaser.Loader} This Loader instance. */ atlas: function (key, textureURL, atlasURL, atlasData, format) { if (typeof atlasURL === "undefined") { atlasURL = null; } if (typeof atlasData === "undefined") { atlasData = null; } if (typeof format === "undefined") { format = Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY; } // A URL to a json/xml file has been given if (atlasURL) { this.addToFileList('textureatlas', key, textureURL, { atlasURL: atlasURL, format: format }); } else { switch (format) { // A json string or object has been given case Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY: if (typeof atlasData === 'string') { atlasData = JSON.parse(atlasData); } break; // An xml string or object has been given case Phaser.Loader.TEXTURE_ATLAS_XML_STARLING: if (typeof atlasData === 'string') { var xml; try { if (window['DOMParser']) { var domparser = new DOMParser(); xml = domparser.parseFromString(atlasData, "text/xml"); } else { xml = new ActiveXObject("Microsoft.XMLDOM"); xml.async = 'false'; xml.loadXML(atlasData); } } catch (e) { xml = undefined; } if (!xml || !xml.documentElement || xml.getElementsByTagName("parsererror").length) { throw new Error("Phaser.Loader. Invalid Texture Atlas XML given"); } else { atlasData = xml; } } break; } this.addToFileList('textureatlas', key, textureURL, { atlasURL: null, atlasData: atlasData, format: format }); } return this; }, /** * Remove loading request of a file. * * @method Phaser.Loader#removeFile * @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 file = this.getAsset(type, key); if (file !== false) { this._fileList.splice(file.index, 1); } }, /** * Remove all file loading requests. * * @method Phaser.Loader#removeAll */ removeAll: function () { this._fileList.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.progress = 0; this.hasLoaded = false; this.isLoading = true; this.onLoadStart.dispatch(this._fileList.length); if (this._fileList.length > 0) { this._fileIndex = 0; this._progressChunk = 100 / this._fileList.length; this.loadFile(); } else { this.progress = 100; this.hasLoaded = true; this.onLoadComplete.dispatch(); } }, /** * Load files. Private method ONLY used by loader. * * @method Phaser.Loader#loadFile * @private */ loadFile: function () { if (!this._fileList[this._fileIndex]) { console.warn('Phaser.Loader loadFile invalid index ' + this._fileIndex); return; } var file = this._fileList[this._fileIndex]; var _this = this; // Image or Data? switch (file.type) { case 'image': case 'spritesheet': case 'textureatlas': case 'bitmapfont': file.data = new Image(); file.data.name = file.key; file.data.onload = function () { return _this.fileComplete(_this._fileIndex); }; file.data.onerror = function () { return _this.fileError(_this._fileIndex); }; file.data.crossOrigin = this.crossOrigin; file.data.src = this.baseURL + file.url; break; case 'audio': file.url = this.getAudioURL(file.url); if (file.url !== null) { // WebAudio or Audio Tag? if (this.game.sound.usingWebAudio) { this._xhr.open("GET", this.baseURL + file.url, true); this._xhr.responseType = "arraybuffer"; this._xhr.onload = function () { return _this.fileComplete(_this._fileIndex); }; this._xhr.onerror = function () { return _this.fileError(_this._fileIndex); }; this._xhr.send(); } else if (this.game.sound.usingAudioTag) { if (this.game.sound.touchLocked) { // If audio is locked we can't do this yet, so need to queue this load request. Bum. file.data = new Audio(); file.data.name = file.key; file.data.preload = 'auto'; file.data.src = this.baseURL + file.url; this.fileComplete(this._fileIndex); } else { file.data = new Audio(); file.data.name = file.key; file.data.onerror = function () { return _this.fileError(_this._fileIndex); }; file.data.preload = 'auto'; file.data.src = this.baseURL + file.url; file.data.addEventListener('canplaythrough', Phaser.GAMES[this.game.id].load.fileComplete(this._fileIndex), false); file.data.load(); } } } else { this.fileError(this._fileIndex); } break; case 'tilemap': this._xhr.open("GET", this.baseURL + file.url, true); this._xhr.responseType = "text"; if (file.format === Phaser.Tilemap.TILED_JSON) { this._xhr.onload = function () { return _this.jsonLoadComplete(_this._fileIndex); }; } else if (file.format === Phaser.Tilemap.CSV) { this._xhr.onload = function () { return _this.csvLoadComplete(_this._fileIndex); }; } else { throw new Error("Phaser.Loader. Invalid Tilemap format: " + file.format); } this._xhr.onerror = function () { return _this.dataLoadError(_this._fileIndex); }; this._xhr.send(); break; case 'text': case 'script': this._xhr.open("GET", this.baseURL + file.url, true); this._xhr.responseType = "text"; this._xhr.onload = function () { return _this.fileComplete(_this._fileIndex); }; this._xhr.onerror = function () { return _this.fileError(_this._fileIndex); }; this._xhr.send(); break; case 'binary': this._xhr.open("GET", this.baseURL + file.url, true); this._xhr.responseType = "arraybuffer"; this._xhr.onload = function () { return _this.fileComplete(_this._fileIndex); }; this._xhr.onerror = function () { return _this.fileError(_this._fileIndex); }; this._xhr.send(); break; } }, /** * Private method ONLY used by loader. * @method Phaser.Loader#getAudioURL * @param {array|string} urls - Either an array of audio file URLs or a string containing a single URL path. * @private */ getAudioURL: function (urls) { var extension; if (typeof urls === 'string') { urls = [urls]; } for (var i = 0; i < urls.length; i++) { extension = urls[i].toLowerCase(); extension = extension.substr((Math.max(0, extension.lastIndexOf(".")) || Infinity) + 1); if (this.game.device.canPlayAudio(extension)) { return urls[i]; } } return null; }, /** * Error occured when loading a file. * * @method Phaser.Loader#fileError * @param {number} index - The index of the file in the file queue that errored. */ fileError: function (index) { this._fileList[index].loaded = true; this._fileList[index].error = true; this.onFileError.dispatch(this._fileList[index].key, this._fileList[index]); console.warn("Phaser.Loader error loading file: " + this._fileList[index].key + ' from URL ' + this._fileList[index].url); this.nextFile(index, false); }, /** * Called when a file is successfully loaded. * * @method Phaser.Loader#fileComplete * @param {number} index - The index of the file in the file queue that loaded. */ fileComplete: function (index) { if (!this._fileList[index]) { console.warn('Phaser.Loader fileComplete invalid index ' + index); return; } var file = this._fileList[index]; file.loaded = true; var loadNext = true; var _this = this; switch (file.type) { case 'image': this.game.cache.addImage(file.key, file.url, file.data); break; case 'spritesheet': this.game.cache.addSpriteSheet(file.key, file.url, file.data, file.frameWidth, file.frameHeight, file.frameMax, file.margin, file.spacing); break; case 'textureatlas': if (file.atlasURL == null) { this.game.cache.addTextureAtlas(file.key, file.url, file.data, file.atlasData, file.format); } else { // Load the JSON or XML before carrying on with the next file loadNext = false; this._xhr.open("GET", this.baseURL + file.atlasURL, true); this._xhr.responseType = "text"; if (file.format == Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY || file.format == Phaser.Loader.TEXTURE_ATLAS_JSON_HASH) { this._xhr.onload = function () { return _this.jsonLoadComplete(index); }; } else if (file.format == Phaser.Loader.TEXTURE_ATLAS_XML_STARLING) { this._xhr.onload = function () { return _this.xmlLoadComplete(index); }; } else { throw new Error("Phaser.Loader. Invalid Texture Atlas format: " + file.format); } this._xhr.onerror = function () { return _this.dataLoadError(index); }; this._xhr.send(); } break; case 'bitmapfont': if (file.xmlURL == null) { this.game.cache.addBitmapFont(file.key, file.url, file.data, file.xmlData); } else { // Load the XML before carrying on with the next file loadNext = false; this._xhr.open("GET", this.baseURL + file.xmlURL, true); this._xhr.responseType = "text"; this._xhr.onload = function () { return _this.xmlLoadComplete(index); }; this._xhr.onerror = function () { return _this.dataLoadError(index); }; this._xhr.send(); } break; case 'audio': if (this.game.sound.usingWebAudio) { file.data = this._xhr.response; this.game.cache.addSound(file.key, file.url, file.data, true, false); if (file.autoDecode) { this.game.cache.updateSound(key, 'isDecoding', true); var that = this; var key = file.key; this.game.sound.context.decodeAudioData(file.data, function (buffer) { if (buffer) { that.game.cache.decodedSound(key, buffer); that.game.sound.onSoundDecode.dispatch(key, that.game.cache.getSound(key)); } }); } } else { file.data.removeEventListener('canplaythrough', Phaser.GAMES[this.game.id].load.fileComplete); this.game.cache.addSound(file.key, file.url, file.data, false, true); } break; case 'text': file.data = this._xhr.responseText; this.game.cache.addText(file.key, file.url, file.data); break; case 'script': file.data = document.createElement('script'); file.data.language = 'javascript'; file.data.type = 'text/javascript'; file.data.defer = false; file.data.text = this._xhr.responseText; document.head.appendChild(file.data); break; case 'binary': if (file.callback) { file.data = file.callback.call(file.callbackContext, file.key, this._xhr.response); } else { file.data = this._xhr.response; } this.game.cache.addBinary(file.key, file.data); break; } if (loadNext) { this.nextFile(index, true); } }, /** * Successfully loaded a JSON file. * * @method Phaser.Loader#jsonLoadComplete * @param {number} index - The index of the file in the file queue that loaded. */ jsonLoadComplete: function (index) { if (!this._fileList[index]) { console.warn('Phaser.Loader jsonLoadComplete invalid index ' + index); return; } var file = this._fileList[index]; var data = JSON.parse(this._xhr.responseText); file.loaded = true; if (file.type === 'tilemap') { this.game.cache.addTilemap(file.key, file.url, data, file.format); } else { this.game.cache.addTextureAtlas(file.key, file.url, file.data, data, file.format); } this.nextFile(index, true); }, /** * Successfully loaded a CSV file. * * @method Phaser.Loader#csvLoadComplete * @param {number} index - The index of the file in the file queue that loaded. */ csvLoadComplete: function (index) { if (!this._fileList[index]) { console.warn('Phaser.Loader csvLoadComplete invalid index ' + index); return; } var file = this._fileList[index]; var data = this._xhr.responseText; file.loaded = true; this.game.cache.addTilemap(file.key, file.url, data, file.format); this.nextFile(index, true); }, /** * Error occured when load a JSON. * * @method Phaser.Loader#dataLoadError * @param {number} index - The index of the file in the file queue that errored. */ dataLoadError: function (index) { var file = this._fileList[index]; file.loaded = true; file.error = true; console.warn("Phaser.Loader dataLoadError: " + file.key); this.nextFile(index, true); }, /** * Successfully loaded an XML file. * * @method Phaser.Loader#xmlLoadComplete * @param {number} index - The index of the file in the file queue that loaded. */ xmlLoadComplete: function (index) { var data = this._xhr.responseText; var xml; try { if (window['DOMParser']) { var domparser = new DOMParser(); xml = domparser.parseFromString(data, "text/xml"); } else { xml = new ActiveXObject("Microsoft.XMLDOM"); xml.async = 'false'; xml.loadXML(data); } } catch (e) { xml = undefined; } if (!xml || !xml.documentElement || xml.getElementsByTagName("parsererror").length) { throw new Error("Phaser.Loader. Invalid XML given"); } var file = this._fileList[index]; file.loaded = true; if (file.type == 'bitmapfont') { this.game.cache.addBitmapFont(file.key, file.url, file.data, xml); } else if (file.type == 'textureatlas') { this.game.cache.addTextureAtlas(file.key, file.url, file.data, xml, file.format); } this.nextFile(index, true); }, /** * Handle loading next file. * * @param {number} previousIndex - Index of the previously loaded asset. * @param {boolean} success - Whether the previous asset loaded successfully or not. * @private */ nextFile: function (previousIndex, success) { this.progress = Math.round(this.progress + this._progressChunk); if (this.progress > 100) { this.progress = 100; } if (this.preloadSprite !== null) { if (this.preloadSprite.direction === 0) { this.preloadSprite.crop.width = Math.floor((this.preloadSprite.width / 100) * this.progress); } else { this.preloadSprite.crop.height = Math.floor((this.preloadSprite.height / 100) * this.progress); } this.preloadSprite.sprite.crop = this.preloadSprite.crop; } this.onFileComplete.dispatch(this.progress, this._fileList[previousIndex].key, success, this.totalLoadedFiles(), this._fileList.length); if (this.totalQueuedFiles() > 0) { this._fileIndex++; this.loadFile(); } else { this.hasLoaded = true; this.isLoading = false; this.removeAll(); this.onLoadComplete.dispatch(); } }, /** * Returns the number of files that have already been loaded, even if they errored. * * @return {number} The number of files that have already been loaded (even if they errored) */ totalLoadedFiles: function () { var total = 0; for (var i = 0; i < this._fileList.length; i++) { if (this._fileList[i].loaded) { total++; } } return total; }, /** * Returns the number of files still waiting to be processed in the load queue. This value decreases as each file is in the queue is loaded. * * @return {number} The number of files that still remain in the load queue. */ totalQueuedFiles: function () { var total = 0; for (var i = 0; i < this._fileList.length; i++) { if (this._fileList[i].loaded === false) { total++; } } return total; } }; Phaser.Loader.prototype.constructor = Phaser.Loader;