<!DOCTYPE html> <html lang="en"> <head> <meta charset="utf-8"> <title>Phaser Source: loader/Cache.js</title> <!--[if lt IE 9]> <script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script> <![endif]--> <link type="text/css" rel="stylesheet" href="styles/sunlight.default.css"> <link type="text/css" rel="stylesheet" href="styles/site.cerulean.css"> </head> <body> <div class="container-fluid"> <div class="navbar navbar-fixed-top navbar-inverse"> <div class="navbar-inner"> <a class="brand" href="index.html">Phaser</a> <ul class="nav"> <li class="dropdown"> <a href="namespaces.list.html" class="dropdown-toggle" data-toggle="dropdown">Namespaces<b class="caret"></b></a> <ul class="dropdown-menu "> <li> <a href="Phaser.html">Phaser</a> </li> </ul> </li> <li class="dropdown"> <a href="classes.list.html" class="dropdown-toggle" data-toggle="dropdown">Classes<b class="caret"></b></a> <ul class="dropdown-menu "> <li> <a href="Phaser.Animation.html">Animation</a> </li> <li> <a 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href="global.html#getNextPowerOfTwo">getNextPowerOfTwo</a> </li> <li> <a href="global.html#hex2rgb">hex2rgb</a> </li> <li> <a href="global.html#hitTest">hitTest</a> </li> <li> <a href="global.html#rgb2hex">rgb2hex</a> </li> </ul> </li> </ul> </div> </div> <div class="row-fluid"> <div class="span12"> <div id="main"> <h1 class="page-title">Source: loader/Cache.js</h1> <section> <article> <pre class="sunlight-highlight-javascript linenums">/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2014 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * Phaser.Cache constructor. * * @class Phaser.Cache * @classdesc A game only has one instance of a Cache and it is used to store all externally loaded assets such as images, sounds and data files as a result of Loader calls. Cached items use string based keys for look-up. * @constructor * @param {Phaser.Game} game - A reference to the currently running game. */ Phaser.Cache = function (game) { /** * @property {Phaser.Game} game - Local reference to game. */ this.game = game; /** * @property {object} game - Canvas key-value container. * @private */ this._canvases = {}; /** * @property {object} _images - Image key-value container. * @private */ this._images = {}; /** * @property {object} _textures - RenderTexture key-value container. * @private */ this._textures = {}; /** * @property {object} _sounds - Sound key-value container. * @private */ this._sounds = {}; /** * @property {object} _text - Text key-value container. * @private */ this._text = {}; /** * @property {object} _physics - Physics data key-value container. * @private */ this._physics = {}; /** * @property {object} _tilemaps - Tilemap key-value container. * @private */ this._tilemaps = {}; /** * @property {object} _binary - Binary file key-value container. * @private */ this._binary = {}; /** * @property {object} _bitmapDatas - BitmapData key-value container. * @private */ this._bitmapDatas = {}; /** * @property {object} _bitmapFont - BitmapFont key-value container. * @private */ this._bitmapFont = {}; this.addDefaultImage(); this.addMissingImage(); /** * @property {Phaser.Signal} onSoundUnlock - This event is dispatched when the sound system is unlocked via a touch event on cellular devices. */ this.onSoundUnlock = new Phaser.Signal(); }; /** * @constant * @type {number} */ Phaser.Cache.CANVAS = 1; /** * @constant * @type {number} */ Phaser.Cache.IMAGE = 2; /** * @constant * @type {number} */ Phaser.Cache.TEXTURE = 3; /** * @constant * @type {number} */ Phaser.Cache.SOUND = 4; /** * @constant * @type {number} */ Phaser.Cache.TEXT = 5; /** * @constant * @type {number} */ Phaser.Cache.PHYSICS = 6; /** * @constant * @type {number} */ Phaser.Cache.TILEMAP = 7; /** * @constant * @type {number} */ Phaser.Cache.BINARY = 8; /** * @constant * @type {number} */ Phaser.Cache.BITMAPDATA = 9; /** * @constant * @type {number} */ Phaser.Cache.BITMAPFONT = 10; Phaser.Cache.prototype = { /** * Add a new canvas object in to the cache. * * @method Phaser.Cache#addCanvas * @param {string} key - Asset key for this canvas. * @param {HTMLCanvasElement} canvas - Canvas DOM element. * @param {CanvasRenderingContext2D} context - Render context of this canvas. */ addCanvas: function (key, canvas, context) { this._canvases[key] = { canvas: canvas, context: context }; }, /** * Add a binary object in to the cache. * * @method Phaser.Cache#addBinary * @param {string} key - Asset key for this binary data. * @param {object} binaryData - The binary object to be addded to the cache. */ addBinary: function (key, binaryData) { this._binary[key] = binaryData; }, /** * Add a BitmapData object in to the cache. * * @method Phaser.Cache#addBitmapData * @param {string} key - Asset key for this BitmapData. * @param {Phaser.BitmapData} bitmapData - The BitmapData object to be addded to the cache. * @return {Phaser.BitmapData} The BitmapData object to be addded to the cache. */ addBitmapData: function (key, bitmapData) { this._bitmapDatas[key] = bitmapData; return bitmapData; }, /** * Add a new Phaser.RenderTexture in to the cache. * * @method Phaser.Cache#addRenderTexture * @param {string} key - The unique key by which you will reference this object. * @param {Phaser.Texture} texture - The texture to use as the base of the RenderTexture. */ addRenderTexture: function (key, texture) { var frame = new Phaser.Frame(0, 0, 0, texture.width, texture.height, '', ''); this._textures[key] = { texture: texture, frame: frame }; }, /** * Add a Phaser.BitmapFont in to the cache. * * @method Phaser.Cache#addBitmapFont * @param {string} key - The unique key by which you will reference this object. * @param {Phaser.BitmapFont} texture - The BitmapFont object to be stored. This can be applied to any Image/Sprite as a texture. */ addBitmapFont: function (key, texture) { this._bitmapFont[key] = texture; }, /** * Add a new sprite sheet in to the cache. * * @method Phaser.Cache#addSpriteSheet * @param {string} key - The unique key by which you will reference this object. * @param {string} url - URL of this sprite sheet file. * @param {object} data - Extra sprite sheet data. * @param {number} frameWidth - Width of the sprite sheet. * @param {number} frameHeight - Height of the sprite sheet. * @param {number} [frameMax=-1] - How many frames stored in the sprite sheet. If -1 then it divides the whole sheet evenly. * @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. */ addSpriteSheet: function (key, url, data, frameWidth, frameHeight, frameMax, margin, spacing) { this._images[key] = { url: url, data: data, spriteSheet: true, frameWidth: frameWidth, frameHeight: frameHeight, margin: margin, spacing: spacing }; PIXI.BaseTextureCache[key] = new PIXI.BaseTexture(data); PIXI.TextureCache[key] = new PIXI.Texture(PIXI.BaseTextureCache[key]); this._images[key].frameData = Phaser.AnimationParser.spriteSheet(this.game, key, frameWidth, frameHeight, frameMax, margin, spacing); }, /** * Add a new tilemap to the Cache. * * @method Phaser.Cache#addTilemap * @param {string} key - The unique key by which you will reference this object. * @param {string} url - URL of the tilemap image. * @param {object} mapData - The tilemap data object (either a CSV or JSON file). * @param {number} format - The format of the tilemap data. */ addTilemap: function (key, url, mapData, format) { this._tilemaps[key] = { url: url, data: mapData, format: format }; }, /** * Add a new texture atlas to the Cache. * * @method Phaser.Cache#addTextureAtlas * @param {string} key - The unique key by which you will reference this object. * @param {string} url - URL of this texture atlas file. * @param {object} data - Extra texture atlas data. * @param {object} atlasData - Texture atlas frames data. * @param {number} format - The format of the texture atlas. */ addTextureAtlas: function (key, url, data, atlasData, format) { this._images[key] = { url: url, data: data, spriteSheet: true }; PIXI.BaseTextureCache[key] = new PIXI.BaseTexture(data); PIXI.TextureCache[key] = new PIXI.Texture(PIXI.BaseTextureCache[key]); if (format == Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY) { this._images[key].frameData = Phaser.AnimationParser.JSONData(this.game, atlasData, key); } else if (format == Phaser.Loader.TEXTURE_ATLAS_JSON_HASH) { this._images[key].frameData = Phaser.AnimationParser.JSONDataHash(this.game, atlasData, key); } else if (format == Phaser.Loader.TEXTURE_ATLAS_XML_STARLING) { this._images[key].frameData = Phaser.AnimationParser.XMLData(this.game, atlasData, key); } }, /** * Add a new Bitmap Font to the Cache. * * @method Phaser.Cache#addBitmapFont * @param {string} key - The unique key by which you will reference this object. * @param {string} url - URL of this font xml file. * @param {object} data - Extra font data. * @param {object} xmlData - Texture atlas frames data. * @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. */ addBitmapFont: function (key, url, data, xmlData, xSpacing, ySpacing) { this._images[key] = { url: url, data: data, spriteSheet: true }; PIXI.BaseTextureCache[key] = new PIXI.BaseTexture(data); PIXI.TextureCache[key] = new PIXI.Texture(PIXI.BaseTextureCache[key]); Phaser.LoaderParser.bitmapFont(this.game, xmlData, key, xSpacing, ySpacing); }, /** * Add a new physics data object to the Cache. * * @method Phaser.Cache#addTilemap * @param {string} key - The unique key by which you will reference this object. * @param {string} url - URL of the physics json data. * @param {object} JSONData - The physics data object (a JSON file). * @param {number} format - The format of the physics data. */ addPhysicsData: function (key, url, JSONData, format) { this._physics[key] = { url: url, data: JSONData, format: format }; }, /** * Adds a default image to be used in special cases such as WebGL Filters. Is mapped to the key __default. * * @method Phaser.Cache#addDefaultImage * @protected */ addDefaultImage: function () { var img = new Image(); img.src = "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgAQMAAABJtOi3AAAAA1BMVEX///+nxBvIAAAAAXRSTlMAQObYZgAAABVJREFUeF7NwIEAAAAAgKD9qdeocAMAoAABm3DkcAAAAABJRU5ErkJggg=="; this._images['__default'] = { url: null, data: img, spriteSheet: false }; this._images['__default'].frame = new Phaser.Frame(0, 0, 0, 32, 32, '', ''); PIXI.BaseTextureCache['__default'] = new PIXI.BaseTexture(img); PIXI.TextureCache['__default'] = new PIXI.Texture(PIXI.BaseTextureCache['__default']); }, /** * Adds an image to be used when a key is wrong / missing. Is mapped to the key __missing. * * @method Phaser.Cache#addMissingImage * @protected */ addMissingImage: function () { var img = new Image(); img.src = "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAIAAAD8GO2jAAAAGXRFWHRTb2Z0d2FyZQBBZG9iZSBJbWFnZVJlYWR5ccllPAAAAJ9JREFUeNq01ssOwyAMRFG46v//Mt1ESmgh+DFmE2GPOBARKb2NVjo+17PXLD8a1+pl5+A+wSgFygymWYHBb0FtsKhJDdZlncG2IzJ4ayoMDv20wTmSMzClEgbWYNTAkQ0Z+OJ+A/eWnAaR9+oxCF4Os0H8htsMUp+pwcgBBiMNnAwF8GqIgL2hAzaGFFgZauDPKABmowZ4GL369/0rwACp2yA/ttmvsQAAAABJRU5ErkJggg=="; this._images['__missing'] = { url: null, data: img, spriteSheet: false }; this._images['__missing'].frame = new Phaser.Frame(0, 0, 0, 32, 32, '', ''); PIXI.BaseTextureCache['__missing'] = new PIXI.BaseTexture(img); PIXI.TextureCache['__missing'] = new PIXI.Texture(PIXI.BaseTextureCache['__missing']); }, /** * Add a new text data. * * @method Phaser.Cache#addText * @param {string} key - Asset key for the text data. * @param {string} url - URL of this text data file. * @param {object} data - Extra text data. */ addText: function (key, url, data) { this._text[key] = { url: url, data: data }; }, /** * Add a new image. * * @method Phaser.Cache#addImage * @param {string} key - The unique key by which you will reference this object. * @param {string} url - URL of this image file. * @param {object} data - Extra image data. */ addImage: function (key, url, data) { this._images[key] = { url: url, data: data, spriteSheet: false }; this._images[key].frame = new Phaser.Frame(0, 0, 0, data.width, data.height, key, this.game.rnd.uuid()); PIXI.BaseTextureCache[key] = new PIXI.BaseTexture(data); PIXI.TextureCache[key] = new PIXI.Texture(PIXI.BaseTextureCache[key]); }, /** * Add a new sound. * * @method Phaser.Cache#addSound * @param {string} key - Asset key for the sound. * @param {string} url - URL of this sound file. * @param {object} data - Extra sound data. * @param {boolean} webAudio - True if the file is using web audio. * @param {boolean} audioTag - True if the file is using legacy HTML audio. */ addSound: function (key, url, data, webAudio, audioTag) { webAudio = webAudio || true; audioTag = audioTag || false; var decoded = false; if (audioTag) { decoded = true; } this._sounds[key] = { url: url, data: data, isDecoding: false, decoded: decoded, webAudio: webAudio, audioTag: audioTag, locked: this.game.sound.touchLocked }; }, /** * Reload a sound. * * @method Phaser.Cache#reloadSound * @param {string} key - Asset key for the sound. */ reloadSound: function (key) { var _this = this; if (this._sounds[key]) { this._sounds[key].data.src = this._sounds[key].url; this._sounds[key].data.addEventListener('canplaythrough', function () { return _this.reloadSoundComplete(key); }, false); this._sounds[key].data.load(); } }, /** * Fires the onSoundUnlock event when the sound has completed reloading. * * @method Phaser.Cache#reloadSoundComplete * @param {string} key - Asset key for the sound. */ reloadSoundComplete: function (key) { if (this._sounds[key]) { this._sounds[key].locked = false; this.onSoundUnlock.dispatch(key); } }, /** * Updates the sound object in the cache. * * @method Phaser.Cache#updateSound * @param {string} key - Asset key for the sound. */ updateSound: function (key, property, value) { if (this._sounds[key]) { this._sounds[key][property] = value; } }, /** * Add a new decoded sound. * * @method Phaser.Cache#decodedSound * @param {string} key - Asset key for the sound. * @param {object} data - Extra sound data. */ decodedSound: function (key, data) { this._sounds[key].data = data; this._sounds[key].decoded = true; this._sounds[key].isDecoding = false; }, /** * Get a canvas object from the cache by its key. * * @method Phaser.Cache#getCanvas * @param {string} key - Asset key of the canvas to retrieve from the Cache. * @return {object} The canvas object. */ getCanvas: function (key) { if (this._canvases[key]) { return this._canvases[key].canvas; } else { console.warn('Phaser.Cache.getCanvas: Invalid key: "' + key + '"'); } }, /** * Get a BitmapData object from the cache by its key. * * @method Phaser.Cache#getBitmapData * @param {string} key - Asset key of the BitmapData object to retrieve from the Cache. * @return {Phaser.BitmapData} The requested BitmapData object if found, or null if not. */ getBitmapData: function (key) { if (this._bitmapDatas[key]) { return this._bitmapDatas[key]; } else { console.warn('Phaser.Cache.getBitmapData: Invalid key: "' + key + '"'); } }, /** * Get a BitmapFont object from the cache by its key. * * @method Phaser.Cache#getBitmapFont * @param {string} key - Asset key of the BitmapFont object to retrieve from the Cache. * @return {Phaser.BitmapFont} The requested BitmapFont object if found, or null if not. */ getBitmapFont: function (key) { if (this._bitmapFont[key]) { return this._bitmapFont[key]; } else { console.warn('Phaser.Cache.getBitmapFont: Invalid key: "' + key + '"'); } }, /** * Get a physics data object from the cache by its key. You can get either the entire data set or just a single object from it. * * @method Phaser.Cache#getPhysicsData * @param {string} key - Asset key of the physics data object to retrieve from the Cache. * @param {string} [object=null] - If specified it will return just the physics object that is part of the given key, if null it will return them all. * @return {object} The requested physics object data if found. */ getPhysicsData: function (key, object) { if (typeof object === 'undefined' || object === null) { // Get 'em all if (this._physics[key]) { return this._physics[key].data; } else { console.warn('Phaser.Cache.getPhysicsData: Invalid key: "' + key + '"'); } } else { if (this._physics[key] && this._physics[key].data[object]) { return this._physics[key].data[object][0]; } else { console.warn('Phaser.Cache.getPhysicsData: Invalid key/object: "' + key + ' / ' + object + '"'); } } return null; }, /** * Checks if an image key exists. * * @method Phaser.Cache#checkImageKey * @param {string} key - Asset key of the image to check is in the Cache. * @return {boolean} True if the key exists, otherwise false. */ checkImageKey: function (key) { if (this._images[key]) { return true; } return false; }, /** * Get image data by key. * * @method Phaser.Cache#getImage * @param {string} key - Asset key of the image to retrieve from the Cache. * @return {object} The image data. */ getImage: function (key) { if (this._images[key]) { return this._images[key].data; } else { console.warn('Phaser.Cache.getImage: Invalid key: "' + key + '"'); } }, /** * Get tilemap data by key. * * @method Phaser.Cache#getTilemap * @param {string} key - Asset key of the tilemap data to retrieve from the Cache. * @return {Object} The raw tilemap data in CSV or JSON format. */ getTilemapData: function (key) { if (this._tilemaps[key]) { return this._tilemaps[key]; } else { console.warn('Phaser.Cache.getTilemapData: Invalid key: "' + key + '"'); } }, /** * Get frame data by key. * * @method Phaser.Cache#getFrameData * @param {string} key - Asset key of the frame data to retrieve from the Cache. * @return {Phaser.FrameData} The frame data. */ getFrameData: function (key) { if (this._images[key] && this._images[key].frameData) { return this._images[key].frameData; } return null; }, /** * Replaces a set of frameData with a new Phaser.FrameData object. * * @method Phaser.Cache#updateFrameData * @param {string} key - The unique key by which you will reference this object. * @param {number} frameData - The new FrameData. */ updateFrameData: function (key, frameData) { if (this._images[key]) { this._images[key].spriteSheet = true; this._images[key].frameData = frameData; } }, /** * Get a single frame out of a frameData set by key. * * @method Phaser.Cache#getFrameByIndex * @param {string} key - Asset key of the frame data to retrieve from the Cache. * @return {Phaser.Frame} The frame object. */ getFrameByIndex: function (key, frame) { if (this._images[key] && this._images[key].frameData) { return this._images[key].frameData.getFrame(frame); } return null; }, /** * Get a single frame out of a frameData set by key. * * @method Phaser.Cache#getFrameByName * @param {string} key - Asset key of the frame data to retrieve from the Cache. * @return {Phaser.Frame} The frame object. */ getFrameByName: function (key, frame) { if (this._images[key] && this._images[key].frameData) { return this._images[key].frameData.getFrameByName(frame); } return null; }, /** * Get a single frame by key. You'd only do this to get the default Frame created for a non-atlas/spritesheet image. * * @method Phaser.Cache#getFrame * @param {string} key - Asset key of the frame data to retrieve from the Cache. * @return {Phaser.Frame} The frame data. */ getFrame: function (key) { if (this._images[key] && this._images[key].spriteSheet === false) { return this._images[key].frame; } return null; }, /** * Get a single texture frame by key. You'd only do this to get the default Frame created for a non-atlas/spritesheet image. * * @method Phaser.Cache#getTextureFrame * @param {string} key - Asset key of the frame to retrieve from the Cache. * @return {Phaser.Frame} The frame data. */ getTextureFrame: function (key) { if (this._textures[key]) { return this._textures[key].frame; } return null; }, /** * Get a RenderTexture by key. * * @method Phaser.Cache#getTexture * @param {string} key - Asset key of the RenderTexture to retrieve from the Cache. * @return {Phaser.RenderTexture} The RenderTexture object. */ getTexture: function (key) { if (this._textures[key]) { return this._textures[key]; } else { console.warn('Phaser.Cache.getTexture: Invalid key: "' + key + '"'); } }, /** * Get sound by key. * * @method Phaser.Cache#getSound * @param {string} key - Asset key of the sound to retrieve from the Cache. * @return {Phaser.Sound} The sound object. */ getSound: function (key) { if (this._sounds[key]) { return this._sounds[key]; } else { console.warn('Phaser.Cache.getSound: Invalid key: "' + key + '"'); } }, /** * Get sound data by key. * * @method Phaser.Cache#getSoundData * @param {string} key - Asset key of the sound to retrieve from the Cache. * @return {object} The sound data. */ getSoundData: function (key) { if (this._sounds[key]) { return this._sounds[key].data; } else { console.warn('Phaser.Cache.getSoundData: Invalid key: "' + key + '"'); } }, /** * Check if the given sound has finished decoding. * * @method Phaser.Cache#isSoundDecoded * @param {string} key - Asset key of the sound in the Cache. * @return {boolean} The decoded state of the Sound object. */ isSoundDecoded: function (key) { if (this._sounds[key]) { return this._sounds[key].decoded; } }, /** * Check if the given sound is ready for playback. A sound is considered ready when it has finished decoding and the device is no longer touch locked. * * @method Phaser.Cache#isSoundReady * @param {string} key - Asset key of the sound in the Cache. * @return {boolean} True if the sound is decoded and the device is not touch locked. */ isSoundReady: function (key) { return (this._sounds[key] && this._sounds[key].decoded && this.game.sound.touchLocked === false); }, /** * Check whether an image asset is sprite sheet or not. * * @method Phaser.Cache#isSpriteSheet * @param {string} key - Asset key of the sprite sheet you want. * @return {boolean} True if the image is a sprite sheet. */ isSpriteSheet: function (key) { if (this._images[key]) { return this._images[key].spriteSheet; } return false; }, /** * Get text data by key. * * @method Phaser.Cache#getText * @param {string} key - Asset key of the text data to retrieve from the Cache. * @return {object} The text data. */ getText: function (key) { if (this._text[key]) { return this._text[key].data; } else { console.warn('Phaser.Cache.getText: Invalid key: "' + key + '"'); } }, /** * Get binary data by key. * * @method Phaser.Cache#getBinary * @param {string} key - Asset key of the binary data object to retrieve from the Cache. * @return {object} The binary data object. */ getBinary: function (key) { if (this._binary[key]) { return this._binary[key]; } else { console.warn('Phaser.Cache.getBinary: Invalid key: "' + key + '"'); } }, /** * Gets all keys used by the Cache for the given data type. * * @method Phaser.Cache#getKeys * @param {number} [type=Phaser.Cache.IMAGE] - The type of Cache keys you wish to get. Can be Cache.CANVAS, Cache.IMAGE, Cache.SOUND, etc. * @return {Array} The array of item keys. */ getKeys: function (type) { var array = null; switch (type) { case Phaser.Cache.CANVAS: array = this._canvases; break; case Phaser.Cache.IMAGE: array = this._images; break; case Phaser.Cache.TEXTURE: array = this._textures; break; case Phaser.Cache.SOUND: array = this._sounds; break; case Phaser.Cache.TEXT: array = this._text; break; case Phaser.Cache.PHYSICS: array = this._physics; break; case Phaser.Cache.TILEMAP: array = this._tilemaps; break; case Phaser.Cache.BINARY: array = this._binary; break; case Phaser.Cache.BITMAPDATA: array = this._bitmapDatas; break; case Phaser.Cache.BITMAPFONT: array = this._bitmapFont; break; } if (!array) { return; } var output = []; for (var item in array) { if (item !== '__default' && item !== '__missing') { output.push(item); } } return output; }, /** * Removes a canvas from the cache. * * @method Phaser.Cache#removeCanvas * @param {string} key - Key of the asset you want to remove. */ removeCanvas: function (key) { delete this._canvases[key]; }, /** * Removes an image from the cache. * * @method Phaser.Cache#removeImage * @param {string} key - Key of the asset you want to remove. */ removeImage: function (key) { delete this._images[key]; }, /** * Removes a sound from the cache. * * @method Phaser.Cache#removeSound * @param {string} key - Key of the asset you want to remove. */ removeSound: function (key) { delete this._sounds[key]; }, /** * Removes a text from the cache. * * @method Phaser.Cache#removeText * @param {string} key - Key of the asset you want to remove. */ removeText: function (key) { delete this._text[key]; }, /** * Removes a physics data file from the cache. * * @method Phaser.Cache#removePhysics * @param {string} key - Key of the asset you want to remove. */ removePhysics: function (key) { delete this._text[key]; }, /** * Removes a tilemap from the cache. * * @method Phaser.Cache#removeTilemap * @param {string} key - Key of the asset you want to remove. */ removeTilemap: function (key) { delete this._text[key]; }, /** * Removes a binary file from the cache. * * @method Phaser.Cache#removeBinary * @param {string} key - Key of the asset you want to remove. */ removeBinary: function (key) { delete this._text[key]; }, /** * Removes a bitmap data from the cache. * * @method Phaser.Cache#removeBitmapData * @param {string} key - Key of the asset you want to remove. */ removeBitmapData: function (key) { delete this._text[key]; }, /** * Removes a bitmap font from the cache. * * @method Phaser.Cache#removeBitmapFont * @param {string} key - Key of the asset you want to remove. */ removeBitmapFont: function (key) { delete this._text[key]; }, /** * Clears the cache. Removes every local cache object reference. * * @method Phaser.Cache#destroy */ destroy: function () { for (var item in this._canvases) { delete this._canvases[item['key']]; } for (var item in this._images) { delete this._images[item['key']]; } for (var item in this._sounds) { delete this._sounds[item['key']]; } for (var item in this._text) { delete this._text[item['key']]; } for (var item in this._textures) { delete this._textures[item['key']]; } for (var item in this._physics) { delete this._physics[item['key']]; } for (var item in this._tilemaps) { delete this._tilemaps[item['key']]; } for (var item in this._binary) { delete this._binary[item['key']]; } for (var item in this._bitmapDatas) { delete this._bitmapDatas[item['key']]; } for (var item in this._bitmapFont) { delete this._bitmapFont[item['key']]; } } }; Phaser.Cache.prototype.constructor = Phaser.Cache; </pre> </article> </section> </div> <div class="clearfix"></div> <footer> <span class="copyright"> Phaser Copyright © 2012-2014 Photon Storm Ltd. </span> <br /> <span class="jsdoc-message"> Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a> on Fri Feb 21 2014 15:36:21 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>. </span> </footer> </div> <br clear="both"> </div> </div> <script src="scripts/sunlight.js"></script> <script src="scripts/sunlight.javascript.js"></script> <script src="scripts/sunlight-plugin.doclinks.js"></script> <script src="scripts/sunlight-plugin.linenumbers.js"></script> <script src="scripts/sunlight-plugin.menu.js"></script> <script src="scripts/jquery.min.js"></script> <script src="scripts/jquery.scrollTo.js"></script> <script src="scripts/jquery.localScroll.js"></script> <script src="scripts/bootstrap-dropdown.js"></script> <script src="scripts/toc.js"></script> <script> Sunlight.highlightAll({lineNumbers:true, showMenu: true, enableDoclinks :true}); </script> <script> $( function () { $( "#toc" ).toc( { selectors : "h1,h2,h3,h4", showAndHide : false, scrollTo : 60 } ); $( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" ); $( "#main span[id^='toc']" ).addClass( "toc-shim" ); } ); </script> </body> </html>