mirror of
https://github.com/photonstorm/phaser
synced 2024-12-25 12:33:38 +00:00
641 lines
No EOL
21 KiB
TypeScript
641 lines
No EOL
21 KiB
TypeScript
/// <reference path="../_definitions.ts" />
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/**
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* Phaser - Loader
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*
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* The Loader handles loading all external content such as Images, Sounds, Texture Atlases and data files.
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* It uses a combination of Image() loading and xhr and provides for progress and completion callbacks.
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*/
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module Phaser {
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export class Loader {
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/**
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* Loader constructor
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*
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* @param game {Phaser.Game} Current game instance.
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*/
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constructor(game: Game) {
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this.game = game;
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this._keys = [];
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this._fileList = {};
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this._xhr = new XMLHttpRequest();
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this._queueSize = 0;
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this.isLoading = false;
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this.onFileComplete = new Phaser.Signal;
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this.onFileError = new Phaser.Signal;
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this.onLoadStart = new Phaser.Signal;
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this.onLoadComplete = new Phaser.Signal;
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}
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/**
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* Local reference to Game.
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*/
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public game: Phaser.Game;
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/**
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* Array stores assets keys. So you can get that asset by its unique key.
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*/
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private _keys: string[];
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/**
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* Contains all the assets file infos.
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*/
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private _fileList;
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/**
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* Indicates assets loading progress. (from 0 to 100)
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* @type {number}
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*/
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private _progressChunk: number;
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private _xhr: XMLHttpRequest;
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/**
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* Length of assets queue.
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* @type {number}
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*/
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private _queueSize: number;
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/**
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* True if the Loader is in the process of loading a queue.
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* @type {boolean}
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*/
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public isLoading: boolean;
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/**
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* True if game is completely loaded.
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* @type {boolean}
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*/
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public hasLoaded: boolean;
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/**
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* Loading progress (from 0 to 100)
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* @type {number}
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*/
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public progress: number;
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/**
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* The crossOrigin value applied to loaded images
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* @type {string}
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*/
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public crossOrigin: string = '';
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// If you want to append a URL before the path of any asset you can set this here.
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// Useful if you need to allow an asset url to be configured outside of the game code.
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// MUST have / on the end of it!
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public baseURL: string = '';
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public onFileComplete: Phaser.Signal;
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public onFileError: Phaser.Signal;
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public onLoadStart: Phaser.Signal;
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public onLoadComplete: Phaser.Signal;
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/**
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* TextureAtlas data format constants
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*/
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public static TEXTURE_ATLAS_JSON_ARRAY: number = 0;
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public static TEXTURE_ATLAS_JSON_HASH: number = 1;
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public static TEXTURE_ATLAS_XML_STARLING: number = 2;
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/**
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* Reset loader, this will remove all loaded assets.
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*/
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public reset() {
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this._queueSize = 0;
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this.isLoading = false;
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}
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public get queueSize(): number {
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return this._queueSize;
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}
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/**
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* Add a new image asset loading request with key and url.
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* @param key {string} Unique asset key of this image file.
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* @param url {string} URL of image file.
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*/
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public image(key: string, url: string, overwrite: boolean = false) {
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if (overwrite == true || this.checkKeyExists(key) == false)
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{
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this._queueSize++;
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this._fileList[key] = { type: 'image', key: key, url: url, data: null, error: false, loaded: false };
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this._keys.push(key);
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}
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}
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/**
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* Add a new sprite sheet loading request.
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* @param key {string} Unique asset key of the sheet file.
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* @param url {string} URL of sheet file.
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* @param frameWidth {number} Width of each single frame.
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* @param frameHeight {number} Height of each single frame.
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* @param frameMax {number} How many frames in this sprite sheet.
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*/
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public spritesheet(key: string, url: string, frameWidth: number, frameHeight: number, frameMax: number = -1) {
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if (this.checkKeyExists(key) === false)
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{
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this._queueSize++;
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this._fileList[key] = { type: 'spritesheet', key: key, url: url, data: null, frameWidth: frameWidth, frameHeight: frameHeight, frameMax: frameMax, error: false, loaded: false };
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this._keys.push(key);
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}
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}
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/**
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* Add a new texture atlas loading request.
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* @param key {string} Unique asset key of the texture atlas file.
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* @param textureURL {string} The url of the texture atlas image file.
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* @param [atlasURL] {string} The url of the texture atlas data file (json/xml)
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* @param [atlasData] {object} A JSON or XML data object.
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* @param [format] {number} A value describing the format of the data.
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*/
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public atlas(key: string, textureURL: string, atlasURL: string = null, atlasData = null, format:number = Loader.TEXTURE_ATLAS_JSON_ARRAY) {
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if (this.checkKeyExists(key) === false)
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{
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if (atlasURL !== null)
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{
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// A URL to a json/xml file has been given
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this._queueSize++;
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this._fileList[key] = { type: 'textureatlas', key: key, url: textureURL, atlasURL: atlasURL, data: null, format: format, error: false, loaded: false };
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this._keys.push(key);
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}
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else
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{
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if (format == Loader.TEXTURE_ATLAS_JSON_ARRAY)
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{
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// A json string or object has been given
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if (typeof atlasData === 'string')
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{
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atlasData = JSON.parse(atlasData);
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}
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this._queueSize++;
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this._fileList[key] = { type: 'textureatlas', key: key, url: textureURL, data: null, atlasURL: null, atlasData: atlasData, format: format, error: false, loaded: false };
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this._keys.push(key);
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}
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else if (format == Loader.TEXTURE_ATLAS_XML_STARLING)
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{
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// An xml string or object has been given
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if (typeof atlasData === 'string')
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{
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var xml;
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try
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{
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if (window['DOMParser'])
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{
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var domparser = new DOMParser();
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xml = domparser.parseFromString(atlasData, "text/xml");
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}
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else
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{
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xml = new ActiveXObject("Microsoft.XMLDOM");
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xml.async = 'false';
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xml.loadXML(atlasData);
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}
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}
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catch (e)
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{
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xml = undefined;
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}
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if (!xml || !xml.documentElement || xml.getElementsByTagName("parsererror").length)
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{
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throw new Error("Phaser.Loader. Invalid Texture Atlas XML given");
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}
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else
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{
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atlasData = xml;
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}
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}
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this._queueSize++;
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this._fileList[key] = { type: 'textureatlas', key: key, url: textureURL, data: null, atlasURL: null, atlasData: atlasData, format: format, error: false, loaded: false };
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this._keys.push(key);
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}
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}
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}
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}
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/**
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* Add a new audio file loading request.
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* @param key {string} Unique asset key of the audio file.
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* @param urls {Array} An array containing the URLs of the audio files, i.e.: [ 'jump.mp3', 'jump.ogg', 'jump.m4a' ]
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* @param autoDecode {boolean} 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.
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*/
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public audio(key: string, urls: string[], autoDecode: boolean = true) {
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if (this.checkKeyExists(key) === false)
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{
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this._queueSize++;
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this._fileList[key] = { type: 'audio', key: key, url: urls, data: null, buffer: null, error: false, loaded: false, autoDecode: autoDecode };
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this._keys.push(key);
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}
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}
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/**
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* Add a new text file loading request.
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* @param key {string} Unique asset key of the text file.
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* @param url {string} URL of text file.
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*/
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public text(key: string, url: string) {
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if (this.checkKeyExists(key) === false)
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{
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this._queueSize++;
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this._fileList[key] = { type: 'text', key: key, url: url, data: null, error: false, loaded: false };
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this._keys.push(key);
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}
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}
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/**
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* Remove loading request of a file.
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* @param key {string} Key of the file you want to remove.
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*/
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public removeFile(key: string) {
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delete this._fileList[key];
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}
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/**
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* Remove all file loading requests.
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*/
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public removeAll() {
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this._fileList = {};
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}
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/**
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* Load assets.
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*/
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public start() {
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if (this.isLoading)
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{
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return;
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}
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this.progress = 0;
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this.hasLoaded = false;
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this.isLoading = true;
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this.onLoadStart.dispatch(this.queueSize);
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if (this._keys.length > 0)
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{
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this._progressChunk = 100 / this._keys.length;
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this.loadFile();
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}
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else
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{
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this.progress = 100;
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this.hasLoaded = true;
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this.onLoadComplete.dispatch();
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}
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}
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/**
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* Load files. Private method ONLY used by loader.
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*/
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private loadFile() {
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var file = this._fileList[this._keys.pop()];
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// Image or Data?
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switch (file.type)
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{
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case 'image':
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case 'spritesheet':
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case 'textureatlas':
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file.data = new Image();
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file.data.name = file.key;
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file.data.onload = () => this.fileComplete(file.key);
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file.data.onerror = () => this.fileError(file.key);
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file.data.crossOrigin = this.crossOrigin;
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file.data.src = this.baseURL + file.url;
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break;
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case 'audio':
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file.url = this.getAudioURL(file.url);
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if (file.url !== null)
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{
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// WebAudio or Audio Tag?
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if (this.game.sound.usingWebAudio)
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{
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this._xhr.open("GET", this.baseURL + file.url, true);
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this._xhr.responseType = "arraybuffer";
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this._xhr.onload = () => this.fileComplete(file.key);
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this._xhr.onerror = () => this.fileError(file.key);
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this._xhr.send();
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}
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else if (this.game.sound.usingAudioTag)
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{
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if (this.game.sound.touchLocked)
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{
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// If audio is locked we can't do this yet, so need to queue this load request somehow. Bum.
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file.data = new Audio();
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file.data.name = file.key;
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file.data.preload = 'auto';
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file.data.src = this.baseURL + file.url;
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this.fileComplete(file.key);
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}
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else
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{
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file.data = new Audio();
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file.data.name = file.key;
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file.data.onerror = () => this.fileError(file.key);
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file.data.preload = 'auto';
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file.data.src = this.baseURL + file.url;
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file.data.addEventListener('canplaythrough', Phaser.GAMES[this.game.id].load.fileComplete(file.key), false);
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file.data.load();
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}
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}
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}
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break;
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case 'text':
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this._xhr.open("GET", this.baseURL + file.url, true);
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this._xhr.responseType = "text";
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this._xhr.onload = () => this.fileComplete(file.key);
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this._xhr.onerror = () => this.fileError(file.key);
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this._xhr.send();
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break;
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}
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}
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private getAudioURL(urls): string {
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var extension: string;
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for (var i = 0; i < urls.length; i++)
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{
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extension = urls[i].toLowerCase();
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extension = extension.substr((Math.max(0, extension.lastIndexOf(".")) || Infinity) + 1);
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if (this.game.device.canPlayAudio(extension))
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{
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return urls[i];
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}
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}
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return null;
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}
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/**
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* Error occured when load a file.
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* @param key {string} Key of the error loading file.
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*/
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private fileError(key: string) {
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this._fileList[key].loaded = true;
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this._fileList[key].error = true;
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this.onFileError.dispatch(key);
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throw new Error("Phaser.Loader error loading file: " + key);
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this.nextFile(key, false);
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}
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/**
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* Called when a file is successfully loaded.
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* @param key {string} Key of the successfully loaded file.
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*/
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private fileComplete(key: string) {
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if (!this._fileList[key])
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{
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throw new Error('Phaser.Loader fileComplete invalid key ' + key);
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return;
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}
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this._fileList[key].loaded = true;
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var file = this._fileList[key];
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var loadNext: boolean = true;
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switch (file.type)
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{
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case 'image':
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this.game.cache.addImage(file.key, file.url, file.data);
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break;
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case 'spritesheet':
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this.game.cache.addSpriteSheet(file.key, file.url, file.data, file.frameWidth, file.frameHeight, file.frameMax);
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break;
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case 'textureatlas':
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if (file.atlasURL == null)
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{
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this.game.cache.addTextureAtlas(file.key, file.url, file.data, file.atlasData, file.format);
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}
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else
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{
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// Load the JSON or XML before carrying on with the next file
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loadNext = false;
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this._xhr.open("GET", this.baseURL + file.atlasURL, true);
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this._xhr.responseType = "text";
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if (file.format == Loader.TEXTURE_ATLAS_JSON_ARRAY)
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{
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this._xhr.onload = () => this.jsonLoadComplete(file.key);
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}
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else if (file.format == Loader.TEXTURE_ATLAS_XML_STARLING)
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{
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this._xhr.onload = () => this.xmlLoadComplete(file.key);
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}
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this._xhr.onerror = () => this.dataLoadError(file.key);
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this._xhr.send();
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}
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break;
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case 'audio':
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if (this.game.sound.usingWebAudio)
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{
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file.data = this._xhr.response;
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this.game.cache.addSound(file.key, file.url, file.data, true, false);
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if (file.autoDecode)
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{
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this.game.cache.updateSound(key, 'isDecoding', true);
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var that = this;
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var key = file.key;
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this.game.sound.context.decodeAudioData(file.data, function (buffer) {
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if (buffer)
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{
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that.game.cache.decodedSound(key, buffer);
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}
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});
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}
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}
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else
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{
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file.data.removeEventListener('canplaythrough', Phaser.GAMES[this.game.id].load.fileComplete);
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this.game.cache.addSound(file.key, file.url, file.data, false, true);
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}
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break;
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case 'text':
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file.data = this._xhr.response;
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this.game.cache.addText(file.key, file.url, file.data);
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break;
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}
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if (loadNext)
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{
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this.nextFile(key, true);
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}
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}
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/**
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* Successfully loaded a JSON file.
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* @param key {string} Key of the loaded JSON file.
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*/
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private jsonLoadComplete(key: string) {
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var data = JSON.parse(this._xhr.response);
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var file = this._fileList[key];
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this.game.cache.addTextureAtlas(file.key, file.url, file.data, data, file.format);
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this.nextFile(key, true);
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}
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/**
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* Error occured when load a JSON.
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* @param key {string} Key of the error loading JSON file.
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*/
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private dataLoadError(key: string) {
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var file = this._fileList[key];
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file.error = true;
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throw new Error("Phaser.Loader dataLoadError: " + key);
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this.nextFile(key, true);
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}
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private xmlLoadComplete(key: string) {
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var atlasData = this._xhr.response;
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var xml;
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try
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{
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if (window['DOMParser'])
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{
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var domparser = new DOMParser();
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xml = domparser.parseFromString(atlasData, "text/xml");
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}
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else
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{
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xml = new ActiveXObject("Microsoft.XMLDOM");
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xml.async = 'false';
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xml.loadXML(atlasData);
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}
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}
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catch (e)
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{
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xml = undefined;
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}
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if (!xml || !xml.documentElement || xml.getElementsByTagName("parsererror").length)
|
|
{
|
|
throw new Error("Phaser.Loader. Invalid XML given");
|
|
}
|
|
|
|
var file = this._fileList[key];
|
|
this.game.cache.addTextureAtlas(file.key, file.url, file.data, xml, file.format);
|
|
|
|
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: boolean) {
|
|
|
|
this.progress = Math.round(this.progress + this._progressChunk);
|
|
|
|
if (this.progress > 100)
|
|
{
|
|
this.progress = 100;
|
|
}
|
|
|
|
this.onFileComplete.dispatch(this.progress, previousKey, success, this._queueSize - this._keys.length, this._queueSize);
|
|
|
|
if (this._keys.length > 0)
|
|
{
|
|
this.loadFile();
|
|
}
|
|
else
|
|
{
|
|
this.hasLoaded = true;
|
|
this.isLoading = false;
|
|
|
|
this.removeAll();
|
|
|
|
this.onLoadComplete.dispatch();
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* 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): boolean {
|
|
|
|
if (this._fileList[key])
|
|
{
|
|
return true;
|
|
}
|
|
else
|
|
{
|
|
return false;
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} |