/** * @author Richard Davey * @copyright 2013 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. Cache 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} _tilemaps - Tilemap key-value container. * @private */ this._tilemaps = {}; /** * @property {object} _tilesets - Tileset key-value container. * @private */ this._tilesets = {}; /** * @property {object} _bitmapDatas - BitmapData key-value container. * @private */ this._bitmapDatas = {}; 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(); }; 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 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 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 tile set in to the cache. * * @method Phaser.Cache#addTileset * @param {string} key - The unique key by which you will reference this object. * @param {string} url - URL of this tile set file. * @param {object} data - Extra tile set data. * @param {number} tileWidth - Width of each single tile in pixels. * @param {number} tileHeight - Height of each single tile in pixels. * @param {number} [tileMargin=0] - If the tiles have been drawn with a margin, specify the amount here. * @param {number} [tileSpacing=0] - If the tiles have been drawn with spacing between them, specify the amount here. * @param {number} [rows=-1] - How many tiles are placed horizontally in each row? If -1 it will calculate rows by dividing the image width by tileWidth. * @param {number} [columns=-1] - How many tiles are placed vertically in each column? If -1 it will calculate columns by dividing the image height by tileHeight. * @param {number} [total=-1] - The maximum number of tiles to extract from the image. If -1 it will extract `rows * columns` worth. You can also set a value lower than the actual number of tiles. */ addTileset: function (key, url, data, tileWidth, tileHeight, tileMargin, tileSpacing, rows, columns, total) { this._tilesets[key] = { url: url, data: data, tileWidth: tileWidth, tileHeight: tileHeight, tileMargin: tileMargin, tileSpacing: tileSpacing, rows: rows, columns: columns, total: total }; PIXI.BaseTextureCache[key] = new PIXI.BaseTexture(data); PIXI.TextureCache[key] = new PIXI.Texture(PIXI.BaseTextureCache[key]); this._tilesets[key].tileData = Phaser.TilemapParser.tileset(this.game, key, tileWidth, tileHeight, tileMargin, tileSpacing, rows, columns, total); }, /** * Add a new tilemap. * * @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. * @param {number} format - The format of the tilemap data. */ addTilemap: function (key, url, mapData, format) { this._tilemaps[key] = { url: url, data: mapData, format: format }; this._tilemaps[key].layers = Phaser.TilemapParser.parse(this.game, mapData, format); }, /** * Add a new texture atlas. * * @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. * * @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 xmlData {object} Texture atlas frames data. */ addBitmapFont: function (key, url, data, xmlData) { 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); // this._images[key].frameData = Phaser.AnimationParser.XMLData(this.game, xmlData, key); }, /** * Adds a default image to be used in special cases such as WebGL Filters. Is mapped to the key __default. * * @method Phaser.Cache#addDefaultImage */ 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 */ 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 }; }, /** * 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 you want. * @return {object} The canvas you want. */ 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 you want. * @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 + '"'); } }, /** * Checks if an image key exists. * * @method Phaser.Cache#checkImageKey * @param {string} key - Asset key of the image you want. * @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 you want. * @return {object} The image data you want. */ getImage: function (key) { if (this._images[key]) { return this._images[key].data; } else { console.warn('Phaser.Cache.getImage: Invalid key: "' + key + '"'); } }, /** * Get tile set image data by key. * * @method Phaser.Cache#getTileSetImage * @param {string} key - Asset key of the image you want. * @return {object} The image data you want. */ getTilesetImage: function (key) { if (this._tilesets[key]) { return this._tilesets[key].data; } else { console.warn('Phaser.Cache.getTilesetImage: Invalid key: "' + key + '"'); } }, /** * Get tile set image data by key. * * @method Phaser.Cache#getTileset * @param {string} key - Asset key of the image you want. * @return {Phaser.Tileset} The tileset data. The tileset image is in the data property, the tile data in tileData. */ getTileset: function (key) { if (this._tilesets[key]) { return this._tilesets[key].tileData; } else { console.warn('Phaser.Cache.getTileset: Invalid key: "' + key + '"'); } }, /** * Get tilemap data by key. * * @method Phaser.Cache#getTilemap * @param {string} key - Asset key of the tilemap you want. * @return {Object} The tilemap data. The tileset image is in the data property, the map data in mapData. */ 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 you want. * @return {Phaser.FrameData} The frame data you want. */ getFrameData: function (key) { if (this._images[key] && this._images[key].frameData) { return this._images[key].frameData; } return null; }, /** * Get a single frame out of a frameData set by key. * * @method Phaser.Cache#getFrameByIndex * @param {string} key - Asset key of the frame data you want. * @return {Phaser.Frame} The frame data you want. */ 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 you want. * @return {Phaser.Frame} The frame data you want. */ 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 you want. * @return {Phaser.Frame} The frame data you want. */ getFrame: function (key) { if (this._images[key] && this._images[key].spriteSheet === false) { return this._images[key].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#getTextureFrame * @param {string} key - Asset key of the frame data you want. * @return {Phaser.Frame} The frame data you want. */ 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 you want. * @return {Phaser.RenderTexture} The RenderTexture you want. */ 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 you want. * @return {Phaser.Sound} The sound you want. */ 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 you want. * @return {object} The sound data you want. */ 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 you want. * @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 you want. * @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 you want. * @return {object} The text data you want. */ getText: function (key) { if (this._text[key]) { return this._text[key].data; } else { console.warn('Phaser.Cache.getText: Invalid key: "' + key + '"'); } }, /** * Get the cache keys from a given array of objects. * Normally you don't call this directly but instead use getImageKeys, getSoundKeys, etc. * * @method Phaser.Cache#getKeys * @param {Array} array - An array of items to return the keys for. * @return {Array} The array of item keys. */ getKeys: function (array) { var output = []; for (var item in array) { if (item !== '__default' && item !== '__missing') { output.push(item); } } return output; }, /** * Returns an array containing all of the keys of Images in the Cache. * * @method Phaser.Cache#getImageKeys * @return {Array} The string based keys in the Cache. */ getImageKeys: function () { return this.getKeys(this._images); }, /** * Returns an array containing all of the keys of Sounds in the Cache. * * @method Phaser.Cache#getSoundKeys * @return {Array} The string based keys in the Cache. */ getSoundKeys: function () { return this.getKeys(this._sounds); }, /** * Returns an array containing all of the keys of Text Files in the Cache. * * @method Phaser.Cache#getTextKeys * @return {Array} The string based keys in the Cache. */ getTextKeys: function () { return this.getKeys(this._text); }, /** * 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]; }, /** * 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']]; } } };