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1955 lines
52 KiB
HTML
1955 lines
52 KiB
HTML
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<title>Phaser Source: loader/Cache.js</title>
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<a href="Phaser.Loader.html">Loader</a>
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<a href="Phaser.LoaderParser.html">LoaderParser</a>
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<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
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<a href="Phaser.Physics.html">Physics</a>
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<a href="Phaser.Physics.Arcade.Body.html">Body</a>
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<a href="Phaser.Physics.Ninja.Body.html">Body</a>
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<a href="Phaser.Physics.Ninja.Circle.html">Circle</a>
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<a href="Phaser.Physics.Ninja.Tile.html">Tile</a>
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<a href="Phaser.Physics.P2.html">P2</a>
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<a href="Phaser.Physics.P2.Body.html">Body</a>
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<a href="Phaser.Physics.P2.FixtureList.html">FixtureList</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.GearConstraint.html">GearConstraint</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.InversePointProxy.html">InversePointProxy</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.LockConstraint.html">LockConstraint</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.Material.html">Material</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.PointProxy.html">PointProxy</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.RevoluteConstraint.html">RevoluteConstraint</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.Spring.html">Spring</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Plugin.html">Plugin</a>
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<li class="class-depth-1">
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<a href="Phaser.PluginManager.html">PluginManager</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Point.html">Point</a>
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<a href="Phaser.Pointer.html">Pointer</a>
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<li class="class-depth-1">
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<a href="Phaser.Polygon.html">Polygon</a>
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<a href="Phaser.QuadTree.html">QuadTree</a>
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<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
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<a href="Phaser.Rectangle.html">Rectangle</a>
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<a href="Phaser.RenderTexture.html">RenderTexture</a>
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<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
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<li class="class-depth-1">
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<a href="Phaser.RetroFont.html">RetroFont</a>
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<a href="Phaser.ScaleManager.html">ScaleManager</a>
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<li class="class-depth-1">
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<a href="Phaser.Signal.html">Signal</a>
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<li class="class-depth-1">
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<a href="Phaser.SignalBinding.html">SignalBinding</a>
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<a href="Phaser.SinglePad.html">SinglePad</a>
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<a href="Phaser.Sound.html">Sound</a>
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<li class="class-depth-1">
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<a href="Phaser.SoundManager.html">SoundManager</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Sprite.html">Sprite</a>
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<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Stage.html">Stage</a>
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</li>
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<a href="Phaser.State.html">State</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.StateManager.html">StateManager</a>
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</li>
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<a href="Phaser.Text.html">Text</a>
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<a href="Phaser.Tile.html">Tile</a>
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<a href="Phaser.Tilemap.html">Tilemap</a>
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<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
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<a href="Phaser.TilemapParser.html">TilemapParser</a>
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<li class="class-depth-1">
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<a href="Phaser.Tileset.html">Tileset</a>
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<a href="Phaser.TileSprite.html">TileSprite</a>
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<a href="Phaser.Time.html">Time</a>
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<li class="class-depth-1">
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<a href="Phaser.Timer.html">Timer</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TimerEvent.html">TimerEvent</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Touch.html">Touch</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Tween.html">Tween</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.TweenManager.html">TweenManager</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Utils.html">Utils</a>
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</li>
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<li class="class-depth-2">
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<a href="Phaser.Utils.Debug.html">Debug</a>
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<li class="class-depth-1">
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<a href="Phaser.World.html">World</a>
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</li>
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</ul>
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</li>
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</ul>
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</div>
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</div>
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<div class="row-fluid">
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<div class="span12">
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<div id="main">
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<h1 class="page-title">Source: loader/Cache.js</h1>
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<section>
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<article>
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<pre class="sunlight-highlight-javascript linenums">/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2014 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* Phaser.Cache constructor.
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*
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* @class Phaser.Cache
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* @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.
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* @constructor
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* @param {Phaser.Game} game - A reference to the currently running game.
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*/
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Phaser.Cache = function (game) {
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/**
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|
* @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} _text - Text key-value container.
|
|
* @private
|
|
*/
|
|
this._json = {};
|
|
|
|
/**
|
|
* @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();
|
|
|
|
/**
|
|
* @property {array} _cacheMap - Const to cache object look-up array.
|
|
*/
|
|
this._cacheMap = [];
|
|
|
|
this._cacheMap[Phaser.Cache.CANVAS] = this._canvases;
|
|
this._cacheMap[Phaser.Cache.IMAGE] = this._images;
|
|
this._cacheMap[Phaser.Cache.TEXTURE] = this._textures;
|
|
this._cacheMap[Phaser.Cache.SOUND] = this._sounds;
|
|
this._cacheMap[Phaser.Cache.TEXT] = this._text;
|
|
this._cacheMap[Phaser.Cache.PHYSICS] = this._physics;
|
|
this._cacheMap[Phaser.Cache.TILEMAP] = this._tilemaps;
|
|
this._cacheMap[Phaser.Cache.BINARY] = this._binary;
|
|
this._cacheMap[Phaser.Cache.BITMAPDATA] = this._bitmapDatas;
|
|
this._cacheMap[Phaser.Cache.BITMAPFONT] = this._bitmapFont;
|
|
this._cacheMap[Phaser.Cache.JSON] = this._json;
|
|
|
|
};
|
|
|
|
/**
|
|
* @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;
|
|
|
|
/**
|
|
* @constant
|
|
* @type {number}
|
|
*/
|
|
Phaser.Cache.JSON = 11;
|
|
|
|
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 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 json object into the cache.
|
|
*
|
|
* @method Phaser.Cache#addJSON
|
|
* @param {string} key - Asset key for the text data.
|
|
* @param {string} url - URL of this text data file.
|
|
* @param {object} data - Extra text data.
|
|
*/
|
|
addJSON: function (key, url, data) {
|
|
|
|
this._json[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, a single object or a single fixture of an 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.
|
|
* @param {string} fixtureKey - Fixture key of fixture inside an object. This key can be set per fixture with the Phaser Exporter.
|
|
* @return {object} The requested physics object data if found.
|
|
*/
|
|
getPhysicsData: function (key, object, fixtureKey) {
|
|
|
|
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])
|
|
{
|
|
var fixtures = this._physics[key].data[object];
|
|
|
|
//try to find a fixture by it's fixture key if given
|
|
if (fixtures && fixtureKey)
|
|
{
|
|
for (var fixture in fixtures)
|
|
{
|
|
// This contains the fixture data of a polygon or a circle
|
|
fixture = fixtures[fixture];
|
|
|
|
// Test the key
|
|
if (fixture.fixtureKey === fixtureKey)
|
|
{
|
|
return fixture;
|
|
}
|
|
|
|
}
|
|
|
|
// We did not find the requested fixture
|
|
console.warn('Phaser.Cache.getPhysicsData: Could not find given fixtureKey: "' + fixtureKey + ' in ' + key + '"');
|
|
}
|
|
else
|
|
{
|
|
return fixtures;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
console.warn('Phaser.Cache.getPhysicsData: Invalid key/object: "' + key + ' / ' + object + '"');
|
|
}
|
|
}
|
|
|
|
return null;
|
|
|
|
},
|
|
|
|
/**
|
|
* Checks if a key for the given cache object type exists.
|
|
*
|
|
* @method Phaser.Cache#checkKey
|
|
* @param {number} type - The Cache type to check against. I.e. Phaser.Cache.CANVAS, Phaser.Cache.IMAGE, Phaser.Cache.JSON, etc.
|
|
* @param {string} key - Asset key of the image to check is in the Cache.
|
|
* @return {boolean} True if the key exists, otherwise false.
|
|
*/
|
|
checkKey: function (type, key) {
|
|
|
|
if (this._cacheMap[type][key])
|
|
{
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
|
|
},
|
|
|
|
/**
|
|
* Checks if the given key exists in the Canvas Cache.
|
|
*
|
|
* @method Phaser.Cache#checkCanvasKey
|
|
* @param {string} key - Asset key of the image to check is in the Cache.
|
|
* @return {boolean} True if the key exists, otherwise false.
|
|
*/
|
|
checkCanvasKey: function (key) {
|
|
|
|
return this.checkKey(Phaser.Cache.CANVAS, key);
|
|
|
|
},
|
|
|
|
/**
|
|
* Checks if the given key exists in the Image Cache. Note that this also includes Texture Atlases, Sprite Sheets and Retro Fonts.
|
|
*
|
|
* @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) {
|
|
|
|
return this.checkKey(Phaser.Cache.IMAGE, key);
|
|
|
|
},
|
|
|
|
/**
|
|
* Checks if the given key exists in the Texture Cache.
|
|
*
|
|
* @method Phaser.Cache#checkTextureKey
|
|
* @param {string} key - Asset key of the image to check is in the Cache.
|
|
* @return {boolean} True if the key exists, otherwise false.
|
|
*/
|
|
checkTextureKey: function (key) {
|
|
|
|
return this.checkKey(Phaser.Cache.TEXTURE, key);
|
|
|
|
},
|
|
|
|
/**
|
|
* Checks if the given key exists in the Sound Cache.
|
|
*
|
|
* @method Phaser.Cache#checkSoundKey
|
|
* @param {string} key - Asset key of the image to check is in the Cache.
|
|
* @return {boolean} True if the key exists, otherwise false.
|
|
*/
|
|
checkSoundKey: function (key) {
|
|
|
|
return this.checkKey(Phaser.Cache.SOUND, key);
|
|
|
|
},
|
|
|
|
/**
|
|
* Checks if the given key exists in the Text Cache.
|
|
*
|
|
* @method Phaser.Cache#checkTextKey
|
|
* @param {string} key - Asset key of the image to check is in the Cache.
|
|
* @return {boolean} True if the key exists, otherwise false.
|
|
*/
|
|
checkTextKey: function (key) {
|
|
|
|
return this.checkKey(Phaser.Cache.TEXT, key);
|
|
|
|
},
|
|
|
|
/**
|
|
* Checks if the given key exists in the Physics Cache.
|
|
*
|
|
* @method Phaser.Cache#checkPhysicsKey
|
|
* @param {string} key - Asset key of the image to check is in the Cache.
|
|
* @return {boolean} True if the key exists, otherwise false.
|
|
*/
|
|
checkPhysicsKey: function (key) {
|
|
|
|
return this.checkKey(Phaser.Cache.PHYSICS, key);
|
|
|
|
},
|
|
|
|
/**
|
|
* Checks if the given key exists in the Tilemap Cache.
|
|
*
|
|
* @method Phaser.Cache#checkTilemapKey
|
|
* @param {string} key - Asset key of the image to check is in the Cache.
|
|
* @return {boolean} True if the key exists, otherwise false.
|
|
*/
|
|
checkTilemapKey: function (key) {
|
|
|
|
return this.checkKey(Phaser.Cache.TILEMAP, key);
|
|
|
|
},
|
|
|
|
/**
|
|
* Checks if the given key exists in the Binary Cache.
|
|
*
|
|
* @method Phaser.Cache#checkBinaryKey
|
|
* @param {string} key - Asset key of the image to check is in the Cache.
|
|
* @return {boolean} True if the key exists, otherwise false.
|
|
*/
|
|
checkBinaryKey: function (key) {
|
|
|
|
return this.checkKey(Phaser.Cache.BINARY, key);
|
|
|
|
},
|
|
|
|
/**
|
|
* Checks if the given key exists in the BitmapData Cache.
|
|
*
|
|
* @method Phaser.Cache#checkBitmapDataKey
|
|
* @param {string} key - Asset key of the image to check is in the Cache.
|
|
* @return {boolean} True if the key exists, otherwise false.
|
|
*/
|
|
checkBitmapDataKey: function (key) {
|
|
|
|
return this.checkKey(Phaser.Cache.BITMAPDATA, key);
|
|
|
|
},
|
|
|
|
/**
|
|
* Checks if the given key exists in the BitmapFont Cache.
|
|
*
|
|
* @method Phaser.Cache#checkBitmapFontKey
|
|
* @param {string} key - Asset key of the image to check is in the Cache.
|
|
* @return {boolean} True if the key exists, otherwise false.
|
|
*/
|
|
checkBitmapFontKey: function (key) {
|
|
|
|
return this.checkKey(Phaser.Cache.BITMAPFONT, key);
|
|
|
|
},
|
|
|
|
/**
|
|
* Checks if the given key exists in the JSON Cache.
|
|
*
|
|
* @method Phaser.Cache#checkJSONKey
|
|
* @param {string} key - Asset key of the image to check is in the Cache.
|
|
* @return {boolean} True if the key exists, otherwise false.
|
|
*/
|
|
checkJSONKey: function (key) {
|
|
|
|
return this.checkKey(Phaser.Cache.JSON, key);
|
|
|
|
},
|
|
|
|
/**
|
|
* 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 a JSON object by key from the cache.
|
|
*
|
|
* @method Phaser.Cache#getJSON
|
|
* @param {string} key - Asset key of the json object to retrieve from the Cache.
|
|
* @return {object} The JSON object.
|
|
*/
|
|
getJSON: function (key) {
|
|
|
|
if (this._json[key])
|
|
{
|
|
return this._json[key].data;
|
|
}
|
|
else
|
|
{
|
|
console.warn('Phaser.Cache.getJSON: 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;
|
|
|
|
case Phaser.Cache.JSON:
|
|
array = this._json;
|
|
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 json object from the cache.
|
|
*
|
|
* @method Phaser.Cache#removeJSON
|
|
* @param {string} key - Key of the asset you want to remove.
|
|
*/
|
|
removeJSON: function (key) {
|
|
delete this._json[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._physics[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._tilemaps[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._binary[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._bitmapDatas[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._bitmapFont[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];
|
|
}
|
|
|
|
for (var item in this._images)
|
|
{
|
|
if (item !== '__default' && item !== '__missing')
|
|
{
|
|
delete this._images[item];
|
|
}
|
|
}
|
|
|
|
for (var item in this._sounds)
|
|
{
|
|
delete this._sounds[item];
|
|
}
|
|
|
|
for (var item in this._text)
|
|
{
|
|
delete this._text[item];
|
|
}
|
|
|
|
for (var item in this._json)
|
|
{
|
|
delete this._json[item];
|
|
}
|
|
|
|
for (var item in this._textures)
|
|
{
|
|
delete this._textures[item];
|
|
}
|
|
|
|
for (var item in this._physics)
|
|
{
|
|
delete this._physics[item];
|
|
}
|
|
|
|
for (var item in this._tilemaps)
|
|
{
|
|
delete this._tilemaps[item];
|
|
}
|
|
|
|
for (var item in this._binary)
|
|
{
|
|
delete this._binary[item];
|
|
}
|
|
|
|
for (var item in this._bitmapDatas)
|
|
{
|
|
delete this._bitmapDatas[item];
|
|
}
|
|
|
|
for (var item in this._bitmapFont)
|
|
{
|
|
delete this._bitmapFont[item];
|
|
}
|
|
|
|
}
|
|
|
|
};
|
|
|
|
Phaser.Cache.prototype.constructor = Phaser.Cache;
|
|
</pre>
|
|
</article>
|
|
</section>
|
|
|
|
|
|
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|
|
|
|
|
</div>
|
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|
|
<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 Tue May 20 2014 10:05:49 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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</span>
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</footer>
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