/// /** * Phaser - Loader * * The Loader handles loading all external content such as Images, Sounds, Texture Atlases and data files. * It uses a combination of Image() loading and xhr and provides for progress and completion callbacks. */ module Phaser { export class Loader { /** * Loader constructor * * @param game {Phaser.Game} Current game instance. * @param callback {function} This will be called when assets completely loaded. */ constructor(game: Game, callback) { this._game = game; this._gameCreateComplete = callback; this._keys = []; this._fileList = {}; this._xhr = new XMLHttpRequest(); this._queueSize = 0; } /** * Local private reference to game. */ private _game: Game; /** * Array stors assets keys. So you can get that asset by its unique key. */ private _keys: string[]; /** * Contains all the assets file infos. */ private _fileList; /** * Game initialial assets loading callback. */ private _gameCreateComplete; private _onComplete; private _onFileLoad; /** * Indicates assets loading progress. (from 0 to 100) * @type {number} */ private _progressChunk: number; private _xhr: XMLHttpRequest; /** * Length of assets queue. * @type {number} */ private _queueSize: number; /** * True if game is completely loaded. * @type {boolean} */ public hasLoaded: bool; /** * Loading progress (from 0 to 1) * @type {number} */ public progress: number; /** * Reset loader, this will remove all loaded assets. */ public reset() { this._queueSize = 0; } public get queueSize(): number { return this._queueSize; } /** * Add a new image asset loading request with key and url. * @param key {string} Unique asset key of this image file. * @param url {string} URL of image file. */ public addImageFile(key: string, url: string) { if (this.checkKeyExists(key) === false) { this._queueSize++; this._fileList[key] = { type: 'image', key: key, url: url, data: null, error: false, loaded: false }; this._keys.push(key); } } /** * Add a new sprite sheet loading request. * @param key {string} Unique asset key of the sheet file. * @param url {string} URL of sheet file. * @param frameWidth {number} Width of each single frame. * @param frameHeight {number} Height of each single frame. * @param frameMax {number} How many frames in this sprite sheet. */ public addSpriteSheet(key: string, url: string, frameWidth: number, frameHeight: number, frameMax?: number = -1) { if (this.checkKeyExists(key) === false) { this._queueSize++; this._fileList[key] = { type: 'spritesheet', key: key, url: url, data: null, frameWidth: frameWidth, frameHeight: frameHeight, frameMax: frameMax, error: false, loaded: false }; this._keys.push(key); } } /** * Add a new texture atlas loading request. * @param key {string} Unique asset key of the texture atlas file. * @param url {string} URL of texture atlas file. * @param jsonURL {string} Optional, url of JSON data file. * @param jsonData {object} Optional, JSON data object. */ public addTextureAtlas(key: string, url: string, jsonURL?: string = null, jsonData? = null) { if (this.checkKeyExists(key) === false) { if (jsonURL !== null) { // A URL to a json file has been given this._queueSize++; this._fileList[key] = { type: 'textureatlas', key: key, url: url, data: null, jsonURL: jsonURL, jsonData: null, error: false, loaded: false }; this._keys.push(key); } else { // A json string or object has been given if (typeof jsonData === 'string') { var data = JSON.parse(jsonData); // Malformed? if (data['frames']) { this._queueSize++; this._fileList[key] = { type: 'textureatlas', key: key, url: url, data: null, jsonURL: null, jsonData: data['frames'], error: false, loaded: false }; this._keys.push(key); } } else { // Malformed? if (jsonData['frames']) { this._queueSize++; this._fileList[key] = { type: 'textureatlas', key: key, url: url, data: null, jsonURL: null, jsonData: jsonData['frames'], error: false, loaded: false }; this._keys.push(key); } } } } } /** * Add a new audio file loading request. * @param key {string} Unique asset key of the audio file. * @param url {string} URL of audio file. */ public addAudioFile(key: string, url: string) { if (this.checkKeyExists(key) === false) { this._queueSize++; this._fileList[key] = { type: 'audio', key: key, url: url, data: null, buffer: null, error: false, loaded: false }; this._keys.push(key); } } /** * Add a new text file loading request. * @param key {string} Unique asset key of the text file. * @param url {string} URL of text file. */ public addTextFile(key: string, url: string) { if (this.checkKeyExists(key) === false) { this._queueSize++; this._fileList[key] = { type: 'text', key: key, url: url, data: null, error: false, loaded: false }; this._keys.push(key); } } /** * Remove loading request of a file. * @param key {string} Key of the file you want to remove. */ public removeFile(key: string) { delete this._fileList[key]; } /** * Remove all file loading requests. */ public removeAll() { this._fileList = {}; } /** * Load assets. * @param onFileLoadCallback {function} Called when each file loaded successfully. * @param onCompleteCallback {function} Called when all assets completely loaded. */ public load(onFileLoadCallback = null, onCompleteCallback = null) { this.progress = 0; this.hasLoaded = false; this._onComplete = onCompleteCallback; if (onCompleteCallback == null) { this._onComplete = this._game.onCreateCallback; } this._onFileLoad = onFileLoadCallback; if (this._keys.length > 0) { this._progressChunk = 100 / this._keys.length; this.loadFile(); } else { this.progress = 1; this.hasLoaded = true; this._gameCreateComplete.call(this._game); if (this._onComplete !== null) { this._onComplete.call(this._game.callbackContext); } } } /** * Load files. Private method ONLY used by loader. */ private loadFile() { var file = this._fileList[this._keys.pop()]; // Image or Data? switch (file.type) { case 'image': case 'spritesheet': case 'textureatlas': file.data = new Image(); file.data.name = file.key; file.data.onload = () => this.fileComplete(file.key); file.data.onerror = () => this.fileError(file.key); file.data.src = file.url; break; case 'audio': this._xhr.open("GET", file.url, true); this._xhr.responseType = "arraybuffer"; this._xhr.onload = () => this.fileComplete(file.key); this._xhr.onerror = () => this.fileError(file.key); this._xhr.send(); break; case 'text': this._xhr.open("GET", file.url, true); this._xhr.responseType = "text"; this._xhr.onload = () => this.fileComplete(file.key); this._xhr.onerror = () => this.fileError(file.key); this._xhr.send(); break; } } /** * Error occured when load a file. * @param key {string} Key of the error loading file. */ private fileError(key: string) { this._fileList[key].loaded = true; this._fileList[key].error = true; this.nextFile(key, false); } /** * Called when a file is successfully loaded. * @param key {string} Key of the successfully loaded file. */ private fileComplete(key: string) { this._fileList[key].loaded = true; var file = this._fileList[key]; var loadNext: bool = true; switch (file.type) { case 'image': this._game.cache.addImage(file.key, file.url, file.data); break; case 'spritesheet': this._game.cache.addSpriteSheet(file.key, file.url, file.data, file.frameWidth, file.frameHeight, file.frameMax); break; case 'textureatlas': if (file.jsonURL == null) { this._game.cache.addTextureAtlas(file.key, file.url, file.data, file.jsonData); } else { // Load the JSON before carrying on with the next file loadNext = false; this._xhr.open("GET", file.jsonURL, true); this._xhr.responseType = "text"; this._xhr.onload = () => this.jsonLoadComplete(file.key); this._xhr.onerror = () => this.jsonLoadError(file.key); this._xhr.send(); } break; case 'audio': file.data = this._xhr.response; this._game.cache.addSound(file.key, file.url, file.data); break; case 'text': file.data = this._xhr.response; this._game.cache.addText(file.key, file.url, file.data); break; } if (loadNext) { this.nextFile(key, true); } } /** * Successfully loaded a JSON file. * @param key {string} Key of the loaded JSON file. */ private jsonLoadComplete(key: string) { var data = JSON.parse(this._xhr.response); // Malformed? if (data['frames']) { var file = this._fileList[key]; this._game.cache.addTextureAtlas(file.key, file.url, file.data, data['frames']); } this.nextFile(key, true); } /** * Error occured when load a JSON. * @param key {string} Key of the error loading JSON file. */ private jsonLoadError(key: string) { var file = this._fileList[key]; file.error = true; this.nextFile(key, true); } /** * Handle loading next file. * @param previousKey {string} Key of previous loaded asset. * @param success {boolean} Whether the previous asset loaded successfully or not. */ private nextFile(previousKey: string, success: bool) { this.progress = Math.round(this.progress + this._progressChunk); if (this.progress > 1) { this.progress = 1; } if (this._onFileLoad) { this._onFileLoad.call(this._game.callbackContext, this.progress, previousKey, success); } if (this._keys.length > 0) { this.loadFile(); } else { this.hasLoaded = true; this.removeAll(); this._gameCreateComplete.call(this._game); if (this._onComplete !== null) { this._onComplete.call(this._game.callbackContext); } } } /** * Check whether asset exists with a specific key. * @param key {string} Key of the asset you want to check. * @return {boolean} Return true if exists, otherwise return false. */ private checkKeyExists(key: string): bool { if (this._fileList[key]) { return true; } else { return false; } } } }