phaser/Phaser/Loader.ts

462 lines
No EOL
14 KiB
TypeScript

/// <reference path="Game.ts" />
/**
* 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} url of JSON data file.
* @param [jsonData] {object} 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 > 100)
{
this.progress = 100;
}
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;
}
}
}
}