phaser/docs/src_loader_Cache.js.html
2016-02-18 14:41:53 +00:00

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<a href="global.html#LEFT">LEFT</a>
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<a href="global.html#NONE">NONE</a>
</li>
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<a href="global.html#PENDING_ATLAS">PENDING_ATLAS</a>
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<a href="global.html#POINT">POINT</a>
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<a href="global.html#POINTER">POINTER</a>
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<a href="global.html#POLYGON">POLYGON</a>
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<a href="global.html#RECTANGLE">RECTANGLE</a>
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<a href="global.html#RENDERTEXTURE">RENDERTEXTURE</a>
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<a href="global.html#RETROFONT">RETROFONT</a>
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<a href="global.html#RIGHT">RIGHT</a>
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<a href="global.html#ROPE">ROPE</a>
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<a href="global.html#ROUNDEDRECTANGLE">ROUNDEDRECTANGLE</a>
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<a href="global.html#scaleModes">scaleModes</a>
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<a href="global.html#SPRITE">SPRITE</a>
</li>
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<a href="global.html#SPRITEBATCH">SPRITEBATCH</a>
</li>
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<a href="global.html#TEXT">TEXT</a>
</li>
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<a href="global.html#TILEMAP">TILEMAP</a>
</li>
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<a href="global.html#TILEMAPLAYER">TILEMAPLAYER</a>
</li>
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<a href="global.html#TILESPRITE">TILESPRITE</a>
</li>
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<a href="global.html#UP">UP</a>
</li>
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<a href="global.html#VERSION">VERSION</a>
</li>
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<a href="global.html#VIDEO">VIDEO</a>
</li>
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<a href="global.html#WEBGL">WEBGL</a>
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<a href="global.html#WEBGL_FILTER">WEBGL_FILTER</a>
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<div class="row-fluid">
<div class="span12">
<div id="main">
<h1 class="page-title">Source: src/loader/Cache.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2015 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Phaser has one single cache in which it stores all assets.
*
* The cache is split up into sections, such as images, sounds, video, json, etc. All assets are stored using
* a unique string-based key as their identifier. Assets stored in different areas of the cache can have the
* same key, for example 'playerWalking' could be used as the key for both a sprite sheet and an audio file,
* because they are unique data types.
*
* The cache is automatically populated by the Phaser.Loader. When you use the loader to pull in external assets
* such as images they are automatically placed into their respective cache. Most common Game Objects, such as
* Sprites and Videos automatically query the cache to extract the assets they need on instantiation.
*
* You can access the cache from within a State via `this.cache`. From here you can call any public method it has,
* including adding new entries to it, deleting them or querying them.
*
* Understand that almost without exception when you get an item from the cache it will return a reference to the
* item stored in the cache, not a copy of it. Therefore if you retrieve an item and then modify it, the original
* object in the cache will also be updated, even if you don't put it back into the cache again.
*
* By default when you change State the cache is _not_ cleared, although there is an option to clear it should
* your game require it. In a typical game set-up the cache is populated once after the main game has loaded and
* then used as an asset store.
*
* @class Phaser.Cache
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
*/
Phaser.Cache = function (game) {
/**
* @property {Phaser.Game} game - Local reference to game.
*/
this.game = game;
/**
* Automatically resolve resource URLs to absolute paths for use with the Cache.getURL method.
* @property {boolean} autoResolveURL
*/
this.autoResolveURL = false;
/**
* The main cache object into which all resources are placed.
* @property {object} _cache
* @private
*/
this._cache = {
canvas: {},
image: {},
texture: {},
sound: {},
video: {},
text: {},
json: {},
xml: {},
physics: {},
tilemap: {},
binary: {},
bitmapData: {},
bitmapFont: {},
shader: {},
renderTexture: {}
};
/**
* @property {object} _urlMap - Maps URLs to resources.
* @private
*/
this._urlMap = {};
/**
* @property {Image} _urlResolver - Used to resolve URLs to the absolute path.
* @private
*/
this._urlResolver = new Image();
/**
* @property {string} _urlTemp - Temporary variable to hold a resolved url.
* @private
*/
this._urlTemp = null;
/**
* @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.
* @private
*/
this._cacheMap = [];
this._cacheMap[Phaser.Cache.CANVAS] = this._cache.canvas;
this._cacheMap[Phaser.Cache.IMAGE] = this._cache.image;
this._cacheMap[Phaser.Cache.TEXTURE] = this._cache.texture;
this._cacheMap[Phaser.Cache.SOUND] = this._cache.sound;
this._cacheMap[Phaser.Cache.TEXT] = this._cache.text;
this._cacheMap[Phaser.Cache.PHYSICS] = this._cache.physics;
this._cacheMap[Phaser.Cache.TILEMAP] = this._cache.tilemap;
this._cacheMap[Phaser.Cache.BINARY] = this._cache.binary;
this._cacheMap[Phaser.Cache.BITMAPDATA] = this._cache.bitmapData;
this._cacheMap[Phaser.Cache.BITMAPFONT] = this._cache.bitmapFont;
this._cacheMap[Phaser.Cache.JSON] = this._cache.json;
this._cacheMap[Phaser.Cache.XML] = this._cache.xml;
this._cacheMap[Phaser.Cache.VIDEO] = this._cache.video;
this._cacheMap[Phaser.Cache.SHADER] = this._cache.shader;
this._cacheMap[Phaser.Cache.RENDER_TEXTURE] = this._cache.renderTexture;
this.addDefaultImage();
this.addMissingImage();
};
/**
* @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;
/**
* @constant
* @type {number}
*/
Phaser.Cache.XML = 12;
/**
* @constant
* @type {number}
*/
Phaser.Cache.VIDEO = 13;
/**
* @constant
* @type {number}
*/
Phaser.Cache.SHADER = 14;
/**
* @constant
* @type {number}
*/
Phaser.Cache.RENDER_TEXTURE = 15;
Phaser.Cache.prototype = {
//////////////////
// Add Methods //
//////////////////
/**
* Add a new canvas object in to the cache.
*
* @method Phaser.Cache#addCanvas
* @param {string} key - The key that this asset will be stored in the cache under. This should be unique within this cache.
* @param {HTMLCanvasElement} canvas - The Canvas DOM element.
* @param {CanvasRenderingContext2D} [context] - The context of the canvas element. If not specified it will default go `getContext('2d')`.
*/
addCanvas: function (key, canvas, context) {
if (context === undefined) { context = canvas.getContext('2d'); }
this._cache.canvas[key] = { canvas: canvas, context: context };
},
/**
* Adds an Image file into the Cache. The file must have already been loaded, typically via Phaser.Loader, but can also have been loaded into the DOM.
* If an image already exists in the cache with the same key then it is removed and destroyed, and the new image inserted in its place.
*
* @method Phaser.Cache#addImage
* @param {string} key - The key that this asset will be stored in the cache under. This should be unique within this cache.
* @param {string} url - The URL the asset was loaded from. If the asset was not loaded externally set to `null`.
* @param {object} data - Extra image data.
* @return {object} The full image object that was added to the cache.
*/
addImage: function (key, url, data) {
if (this.checkImageKey(key))
{
this.removeImage(key);
}
var img = {
key: key,
url: url,
data: data,
base: new PIXI.BaseTexture(data),
frame: new Phaser.Frame(0, 0, 0, data.width, data.height, key),
frameData: new Phaser.FrameData()
};
img.frameData.addFrame(new Phaser.Frame(0, 0, 0, data.width, data.height, url));
this._cache.image[key] = img;
this._resolveURL(url, img);
return img;
},
/**
* Adds a default image to be used in special cases such as WebGL Filters.
* It uses the special reserved key of `__default`.
* This method is called automatically when the Cache is created.
* This image is skipped when `Cache.destroy` is called due to its internal requirements.
*
* @method Phaser.Cache#addDefaultImage
* @protected
*/
addDefaultImage: function () {
var img = new Image();
img.src = "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgAQMAAABJtOi3AAAAA1BMVEX///+nxBvIAAAAAXRSTlMAQObYZgAAABVJREFUeF7NwIEAAAAAgKD9qdeocAMAoAABm3DkcAAAAABJRU5ErkJggg==";
var obj = this.addImage('__default', null, img);
// Because we don't want to invalidate the sprite batch for an invisible texture
obj.base.skipRender = true;
PIXI.TextureCache['__default'] = new PIXI.Texture(obj.base);
},
/**
* Adds an image to be used when a key is wrong / missing.
* It uses the special reserved key of `__missing`.
* This method is called automatically when the Cache is created.
* This image is skipped when `Cache.destroy` is called due to its internal requirements.
*
* @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==";
var obj = this.addImage('__missing', null, img);
PIXI.TextureCache['__missing'] = new PIXI.Texture(obj.base);
},
/**
* Adds a Sound file into the Cache. The file must have already been loaded, typically via Phaser.Loader.
*
* @method Phaser.Cache#addSound
* @param {string} key - The key that this asset will be stored in the cache under. This should be unique within this cache.
* @param {string} url - The URL the asset was loaded from. If the asset was not loaded externally set to `null`.
* @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) {
if (webAudio === undefined) { webAudio = true; audioTag = false; }
if (audioTag === undefined) { webAudio = false; audioTag = true; }
var decoded = false;
if (audioTag)
{
decoded = true;
}
this._cache.sound[key] = {
url: url,
data: data,
isDecoding: false,
decoded: decoded,
webAudio: webAudio,
audioTag: audioTag,
locked: this.game.sound.touchLocked
};
this._resolveURL(url, this._cache.sound[key]);
},
/**
* Add a new text data.
*
* @method Phaser.Cache#addText
* @param {string} key - The key that this asset will be stored in the cache under. This should be unique within this cache.
* @param {string} url - The URL the asset was loaded from. If the asset was not loaded externally set to `null`.
* @param {object} data - Extra text data.
*/
addText: function (key, url, data) {
this._cache.text[key] = { url: url, data: data };
this._resolveURL(url, this._cache.text[key]);
},
/**
* Add a new physics data object to the Cache.
*
* @method Phaser.Cache#addPhysicsData
* @param {string} key - The key that this asset will be stored in the cache under. This should be unique within this cache.
* @param {string} url - The URL the asset was loaded from. If the asset was not loaded externally set to `null`.
* @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._cache.physics[key] = { url: url, data: JSONData, format: format };
this._resolveURL(url, this._cache.physics[key]);
},
/**
* Add a new tilemap to the Cache.
*
* @method Phaser.Cache#addTilemap
* @param {string} key - The key that this asset will be stored in the cache under. This should be unique within this cache.
* @param {string} url - The URL the asset was loaded from. If the asset was not loaded externally set to `null`.
* @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._cache.tilemap[key] = { url: url, data: mapData, format: format };
this._resolveURL(url, this._cache.tilemap[key]);
},
/**
* Add a binary object in to the cache.
*
* @method Phaser.Cache#addBinary
* @param {string} key - The key that this asset will be stored in the cache under. This should be unique within this cache.
* @param {object} binaryData - The binary object to be added to the cache.
*/
addBinary: function (key, binaryData) {
this._cache.binary[key] = binaryData;
},
/**
* Add a BitmapData object to the cache.
*
* @method Phaser.Cache#addBitmapData
* @param {string} key - The key that this asset will be stored in the cache under. This should be unique within this cache.
* @param {Phaser.BitmapData} bitmapData - The BitmapData object to be addded to the cache.
* @param {Phaser.FrameData|null} [frameData=(auto create)] - Optional FrameData set associated with the given BitmapData. If not specified (or `undefined`) a new FrameData object is created containing the Bitmap's Frame. If `null` is supplied then no FrameData will be created.
* @return {Phaser.BitmapData} The BitmapData object to be addded to the cache.
*/
addBitmapData: function (key, bitmapData, frameData) {
bitmapData.key = key;
if (frameData === undefined)
{
frameData = new Phaser.FrameData();
frameData.addFrame(bitmapData.textureFrame);
}
this._cache.bitmapData[key] = { data: bitmapData, frameData: frameData };
return bitmapData;
},
/**
* Add a new Bitmap Font to the Cache.
*
* @method Phaser.Cache#addBitmapFont
* @param {string} key - The key that this asset will be stored in the cache under. This should be unique within this cache.
* @param {string} url - The URL the asset was loaded from. If the asset was not loaded externally set to `null`.
* @param {object} data - Extra font data.
* @param {object} atlasData - Texture atlas frames data.
* @param {string} [atlasType='xml'] - The format of the texture atlas ( 'json' or 'xml' ).
* @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, atlasData, atlasType, xSpacing, ySpacing) {
var obj = {
url: url,
data: data,
font: null,
base: new PIXI.BaseTexture(data)
};
if (xSpacing === undefined) { xSpacing = 0; }
if (ySpacing === undefined) { ySpacing = 0; }
if (atlasType === 'json')
{
obj.font = Phaser.LoaderParser.jsonBitmapFont(atlasData, obj.base, xSpacing, ySpacing);
}
else
{
obj.font = Phaser.LoaderParser.xmlBitmapFont(atlasData, obj.base, xSpacing, ySpacing);
}
this._cache.bitmapFont[key] = obj;
this._resolveURL(url, obj);
},
/**
* Add a new json object into the cache.
*
* @method Phaser.Cache#addJSON
* @param {string} key - The key that this asset will be stored in the cache under. This should be unique within this cache.
* @param {string} url - The URL the asset was loaded from. If the asset was not loaded externally set to `null`.
* @param {object} data - Extra json data.
*/
addJSON: function (key, url, data) {
this._cache.json[key] = { url: url, data: data };
this._resolveURL(url, this._cache.json[key]);
},
/**
* Add a new xml object into the cache.
*
* @method Phaser.Cache#addXML
* @param {string} key - The key that this asset will be stored in the cache under. This should be unique within this cache.
* @param {string} url - The URL the asset was loaded from. If the asset was not loaded externally set to `null`.
* @param {object} data - Extra text data.
*/
addXML: function (key, url, data) {
this._cache.xml[key] = { url: url, data: data };
this._resolveURL(url, this._cache.xml[key]);
},
/**
* Adds a Video file into the Cache. The file must have already been loaded, typically via Phaser.Loader.
*
* @method Phaser.Cache#addVideo
* @param {string} key - The key that this asset will be stored in the cache under. This should be unique within this cache.
* @param {string} url - The URL the asset was loaded from. If the asset was not loaded externally set to `null`.
* @param {object} data - Extra video data.
* @param {boolean} isBlob - True if the file was preloaded via xhr and the data parameter is a Blob. false if a Video tag was created instead.
*/
addVideo: function (key, url, data, isBlob) {
this._cache.video[key] = { url: url, data: data, isBlob: isBlob, locked: true };
this._resolveURL(url, this._cache.video[key]);
},
/**
* Adds a Fragment Shader in to the Cache. The file must have already been loaded, typically via Phaser.Loader.
*
* @method Phaser.Cache#addShader
* @param {string} key - The key that this asset will be stored in the cache under. This should be unique within this cache.
* @param {string} url - The URL the asset was loaded from. If the asset was not loaded externally set to `null`.
* @param {object} data - Extra shader data.
*/
addShader: function (key, url, data) {
this._cache.shader[key] = { url: url, data: data };
this._resolveURL(url, this._cache.shader[key]);
},
/**
* Add a new Phaser.RenderTexture in to the cache.
*
* @method Phaser.Cache#addRenderTexture
* @param {string} key - The key that this asset will be stored in the cache under. This should be unique within this cache.
* @param {Phaser.RenderTexture} texture - The texture to use as the base of the RenderTexture.
*/
addRenderTexture: function (key, texture) {
this._cache.renderTexture[key] = { texture: texture, frame: new Phaser.Frame(0, 0, 0, texture.width, texture.height, '', '') };
},
/**
* Add a new sprite sheet in to the cache.
*
* @method Phaser.Cache#addSpriteSheet
* @param {string} key - The key that this asset will be stored in the cache under. This should be unique within this cache.
* @param {string} url - The URL the asset was loaded from. If the asset was not loaded externally set to `null`.
* @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) {
if (frameMax === undefined) { frameMax = -1; }
if (margin === undefined) { margin = 0; }
if (spacing === undefined) { spacing = 0; }
var obj = {
key: key,
url: url,
data: data,
frameWidth: frameWidth,
frameHeight: frameHeight,
margin: margin,
spacing: spacing,
base: new PIXI.BaseTexture(data),
frameData: Phaser.AnimationParser.spriteSheet(this.game, data, frameWidth, frameHeight, frameMax, margin, spacing)
};
this._cache.image[key] = obj;
this._resolveURL(url, obj);
},
/**
* Add a new texture atlas to the Cache.
*
* @method Phaser.Cache#addTextureAtlas
* @param {string} key - The key that this asset will be stored in the cache under. This should be unique within this cache.
* @param {string} url - The URL the asset was loaded from. If the asset was not loaded externally set to `null`.
* @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) {
var obj = {
key: key,
url: url,
data: data,
base: new PIXI.BaseTexture(data)
};
if (format === Phaser.Loader.TEXTURE_ATLAS_XML_STARLING)
{
obj.frameData = Phaser.AnimationParser.XMLData(this.game, atlasData, key);
}
else if (format === Phaser.Loader.TEXTURE_ATLAS_JSON_PYXEL)
{
obj.frameData = Phaser.AnimationParser.JSONDataPyxel(this.game, atlasData, key);
}
else
{
// Let's just work it out from the frames array
if (Array.isArray(atlasData.frames))
{
obj.frameData = Phaser.AnimationParser.JSONData(this.game, atlasData, key);
}
else
{
obj.frameData = Phaser.AnimationParser.JSONDataHash(this.game, atlasData, key);
}
}
this._cache.image[key] = obj;
this._resolveURL(url, obj);
},
////////////////////////////
// Sound Related Methods //
////////////////////////////
/**
* Reload a Sound file from the server.
*
* @method Phaser.Cache#reloadSound
* @param {string} key - The key of the asset within the cache.
*/
reloadSound: function (key) {
var _this = this;
var sound = this.getSound(key);
if (sound)
{
sound.data.src = sound.url;
sound.data.addEventListener('canplaythrough', function () {
return _this.reloadSoundComplete(key);
}, false);
sound.data.load();
}
},
/**
* Fires the onSoundUnlock event when the sound has completed reloading.
*
* @method Phaser.Cache#reloadSoundComplete
* @param {string} key - The key of the asset within the cache.
*/
reloadSoundComplete: function (key) {
var sound = this.getSound(key);
if (sound)
{
sound.locked = false;
this.onSoundUnlock.dispatch(key);
}
},
/**
* Updates the sound object in the cache.
*
* @method Phaser.Cache#updateSound
* @param {string} key - The key of the asset within the cache.
*/
updateSound: function (key, property, value) {
var sound = this.getSound(key);
if (sound)
{
sound[property] = value;
}
},
/**
* Add a new decoded sound.
*
* @method Phaser.Cache#decodedSound
* @param {string} key - The key of the asset within the cache.
* @param {object} data - Extra sound data.
*/
decodedSound: function (key, data) {
var sound = this.getSound(key);
sound.data = data;
sound.decoded = true;
sound.isDecoding = false;
},
/**
* Check if the given sound has finished decoding.
*
* @method Phaser.Cache#isSoundDecoded
* @param {string} key - The key of the asset within the cache.
* @return {boolean} The decoded state of the Sound object.
*/
isSoundDecoded: function (key) {
var sound = this.getItem(key, Phaser.Cache.SOUND, 'isSoundDecoded');
if (sound)
{
return sound.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 - The key of the asset within the cache.
* @return {boolean} True if the sound is decoded and the device is not touch locked.
*/
isSoundReady: function (key) {
var sound = this.getItem(key, Phaser.Cache.SOUND, 'isSoundDecoded');
if (sound)
{
return (sound.decoded &amp;&amp; !this.game.sound.touchLocked);
}
},
////////////////////////
// Check Key Methods //
////////////////////////
/**
* Checks if a key for the given cache object type exists.
*
* @method Phaser.Cache#checkKey
* @param {integer} cache - The cache to search. One of the Cache consts such as `Phaser.Cache.IMAGE` or `Phaser.Cache.SOUND`.
* @param {string} key - The key of the asset within the cache.
* @return {boolean} True if the key exists, otherwise false.
*/
checkKey: function (cache, key) {
if (this._cacheMap[cache][key])
{
return true;
}
return false;
},
/**
* Checks if the given URL has been loaded into the Cache.
* This method will only work if Cache.autoResolveURL was set to `true` before any preloading took place.
* The method will make a DOM src call to the URL given, so please be aware of this for certain file types, such as Sound files on Firefox
* which may cause double-load instances.
*
* @method Phaser.Cache#checkURL
* @param {string} url - The url to check for in the cache.
* @return {boolean} True if the url exists, otherwise false.
*/
checkURL: function (url) {
if (this._urlMap[this._resolveURL(url)])
{
return true;
}
return false;
},
/**
* Checks if the given key exists in the Canvas Cache.
*
* @method Phaser.Cache#checkCanvasKey
* @param {string} key - The key of the asset within the cache.
* @return {boolean} True if the key exists in the cache, 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 - The key of the asset within the cache.
* @return {boolean} True if the key exists in the cache, 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 - The key of the asset within the cache.
* @return {boolean} True if the key exists in the cache, 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 - The key of the asset within the cache.
* @return {boolean} True if the key exists in the cache, 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 - The key of the asset within the cache.
* @return {boolean} True if the key exists in the cache, 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 - The key of the asset within the cache.
* @return {boolean} True if the key exists in the cache, 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 - The key of the asset within the cache.
* @return {boolean} True if the key exists in the cache, 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 - The key of the asset within the cache.
* @return {boolean} True if the key exists in the cache, 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 - The key of the asset within the cache.
* @return {boolean} True if the key exists in the cache, 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 - The key of the asset within the cache.
* @return {boolean} True if the key exists in the cache, 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 - The key of the asset within the cache.
* @return {boolean} True if the key exists in the cache, otherwise false.
*/
checkJSONKey: function (key) {
return this.checkKey(Phaser.Cache.JSON, key);
},
/**
* Checks if the given key exists in the XML Cache.
*
* @method Phaser.Cache#checkXMLKey
* @param {string} key - The key of the asset within the cache.
* @return {boolean} True if the key exists in the cache, otherwise false.
*/
checkXMLKey: function (key) {
return this.checkKey(Phaser.Cache.XML, key);
},
/**
* Checks if the given key exists in the Video Cache.
*
* @method Phaser.Cache#checkVideoKey
* @param {string} key - The key of the asset within the cache.
* @return {boolean} True if the key exists in the cache, otherwise false.
*/
checkVideoKey: function (key) {
return this.checkKey(Phaser.Cache.VIDEO, key);
},
/**
* Checks if the given key exists in the Fragment Shader Cache.
*
* @method Phaser.Cache#checkShaderKey
* @param {string} key - The key of the asset within the cache.
* @return {boolean} True if the key exists in the cache, otherwise false.
*/
checkShaderKey: function (key) {
return this.checkKey(Phaser.Cache.SHADER, key);
},
/**
* Checks if the given key exists in the Render Texture Cache.
*
* @method Phaser.Cache#checkRenderTextureKey
* @param {string} key - The key of the asset within the cache.
* @return {boolean} True if the key exists in the cache, otherwise false.
*/
checkRenderTextureKey: function (key) {
return this.checkKey(Phaser.Cache.RENDER_TEXTURE, key);
},
////////////////
// Get Items //
////////////////
/**
* Get an item from a cache based on the given key and property.
*
* This method is mostly used internally by other Cache methods such as `getImage` but is exposed
* publicly for your own use as well.
*
* @method Phaser.Cache#getItem
* @param {string} key - The key of the asset within the cache.
* @param {integer} cache - The cache to search. One of the Cache consts such as `Phaser.Cache.IMAGE` or `Phaser.Cache.SOUND`.
* @param {string} [method] - The string name of the method calling getItem. Can be empty, in which case no console warning is output.
* @param {string} [property] - If you require a specific property from the cache item, specify it here.
* @return {object} The cached item if found, otherwise `null`. If the key is invalid and `method` is set then a console.warn is output.
*/
getItem: function (key, cache, method, property) {
if (!this.checkKey(cache, key))
{
if (method)
{
console.warn('Phaser.Cache.' + method + ': Key "' + key + '" not found in Cache.');
}
}
else
{
if (property === undefined)
{
return this._cacheMap[cache][key];
}
else
{
return this._cacheMap[cache][key][property];
}
}
return null;
},
/**
* Gets a Canvas object from the cache.
*
* The object is looked-up based on the key given.
*
* Note: If the object cannot be found a `console.warn` message is displayed.
*
* @method Phaser.Cache#getCanvas
* @param {string} key - The key of the asset to retrieve from the cache.
* @return {object} The canvas object or `null` if no item could be found matching the given key.
*/
getCanvas: function (key) {
return this.getItem(key, Phaser.Cache.CANVAS, 'getCanvas', 'canvas');
},
/**
* Gets a Image object from the cache. This returns a DOM Image object, not a Phaser.Image object.
*
* The object is looked-up based on the key given.
*
* Note: If the object cannot be found a `console.warn` message is displayed.
*
* Only the Image cache is searched, which covers images loaded via Loader.image, Sprite Sheets and Texture Atlases.
*
* If you need the image used by a bitmap font or similar then please use those respective 'get' methods.
*
* @method Phaser.Cache#getImage
* @param {string} [key] - The key of the asset to retrieve from the cache. If not given or null it will return a default image. If given but not found in the cache it will throw a warning and return the missing image.
* @param {boolean} [full=false] - If true the full image object will be returned, if false just the HTML Image object is returned.
* @return {Image} The Image object if found in the Cache, otherwise `null`. If `full` was true then a JavaScript object is returned.
*/
getImage: function (key, full) {
if (key === undefined || key === null)
{
key = '__default';
}
if (full === undefined) { full = false; }
var img = this.getItem(key, Phaser.Cache.IMAGE, 'getImage');
if (img === null)
{
img = this.getItem('__missing', Phaser.Cache.IMAGE, 'getImage');
}
if (full)
{
return img;
}
else
{
return img.data;
}
},
/**
* 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 - The key of the asset to retrieve from the cache.
* @return {Phaser.Frame} The frame data.
*/
getTextureFrame: function (key) {
return this.getItem(key, Phaser.Cache.TEXTURE, 'getTextureFrame', 'frame');
},
/**
* Gets a Phaser.Sound object from the cache.
*
* The object is looked-up based on the key given.
*
* Note: If the object cannot be found a `console.warn` message is displayed.
*
* @method Phaser.Cache#getSound
* @param {string} key - The key of the asset to retrieve from the cache.
* @return {Phaser.Sound} The sound object.
*/
getSound: function (key) {
return this.getItem(key, Phaser.Cache.SOUND, 'getSound');
},
/**
* Gets a raw Sound data object from the cache.
*
* The object is looked-up based on the key given.
*
* Note: If the object cannot be found a `console.warn` message is displayed.
*
* @method Phaser.Cache#getSoundData
* @param {string} key - The key of the asset to retrieve from the cache.
* @return {object} The sound data.
*/
getSoundData: function (key) {
return this.getItem(key, Phaser.Cache.SOUND, 'getSoundData', 'data');
},
/**
* Gets a Text object from the cache.
*
* The object is looked-up based on the key given.
*
* Note: If the object cannot be found a `console.warn` message is displayed.
*
* @method Phaser.Cache#getText
* @param {string} key - The key of the asset to retrieve from the cache.
* @return {object} The text data.
*/
getText: function (key) {
return this.getItem(key, Phaser.Cache.TEXT, 'getText', 'data');
},
/**
* Gets a Physics Data object from the cache.
*
* The object is looked-up based on the key given.
*
* Note: If the object cannot be found a `console.warn` message is displayed.
*
* 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 - The key of the asset 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) {
var data = this.getItem(key, Phaser.Cache.PHYSICS, 'getPhysicsData', 'data');
if (data === null || object === undefined || object === null)
{
return data;
}
else
{
if (data[object])
{
var fixtures = data[object];
// Try to find a fixture by its fixture key if given
if (fixtures &amp;&amp; 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;
},
/**
* Gets a raw Tilemap data object from the cache. This will be in either CSV or JSON format.
*
* The object is looked-up based on the key given.
*
* Note: If the object cannot be found a `console.warn` message is displayed.
*
* @method Phaser.Cache#getTilemapData
* @param {string} key - The key of the asset to retrieve from the cache.
* @return {object} The raw tilemap data in CSV or JSON format.
*/
getTilemapData: function (key) {
return this.getItem(key, Phaser.Cache.TILEMAP, 'getTilemapData');
},
/**
* Gets a binary object from the cache.
*
* The object is looked-up based on the key given.
*
* Note: If the object cannot be found a `console.warn` message is displayed.
*
* @method Phaser.Cache#getBinary
* @param {string} key - The key of the asset to retrieve from the cache.
* @return {object} The binary data object.
*/
getBinary: function (key) {
return this.getItem(key, Phaser.Cache.BINARY, 'getBinary');
},
/**
* Gets a BitmapData object from the cache.
*
* The object is looked-up based on the key given.
*
* Note: If the object cannot be found a `console.warn` message is displayed.
*
* @method Phaser.Cache#getBitmapData
* @param {string} key - The key of the asset to retrieve from the cache.
* @return {Phaser.BitmapData} The requested BitmapData object if found, or null if not.
*/
getBitmapData: function (key) {
return this.getItem(key, Phaser.Cache.BITMAPDATA, 'getBitmapData', 'data');
},
/**
* Gets a Bitmap Font object from the cache.
*
* The object is looked-up based on the key given.
*
* Note: If the object cannot be found a `console.warn` message is displayed.
*
* @method Phaser.Cache#getBitmapFont
* @param {string} key - The key of the asset to retrieve from the cache.
* @return {Phaser.BitmapFont} The requested BitmapFont object if found, or null if not.
*/
getBitmapFont: function (key) {
return this.getItem(key, Phaser.Cache.BITMAPFONT, 'getBitmapFont');
},
/**
* Gets a JSON object from the cache.
*
* The object is looked-up based on the key given.
*
* Note: If the object cannot be found a `console.warn` message is displayed.
*
* You can either return the object by reference (the default), or return a clone
* of it by setting the `clone` argument to `true`.
*
* @method Phaser.Cache#getJSON
* @param {string} key - The key of the asset to retrieve from the cache.
* @param {boolean} [clone=false] - Return a clone of the original object (true) or a reference to it? (false)
* @return {object} The JSON object.
*/
getJSON: function (key, clone) {
var data = this.getItem(key, Phaser.Cache.JSON, 'getJSON', 'data');
if (data)
{
if (clone)
{
return Phaser.Utils.extend(true, data);
}
else
{
return data;
}
}
else
{
return null;
}
},
/**
* Gets an XML object from the cache.
*
* The object is looked-up based on the key given.
*
* Note: If the object cannot be found a `console.warn` message is displayed.
*
* @method Phaser.Cache#getXML
* @param {string} key - The key of the asset to retrieve from the cache.
* @return {object} The XML object.
*/
getXML: function (key) {
return this.getItem(key, Phaser.Cache.XML, 'getXML', 'data');
},
/**
* Gets a Phaser.Video object from the cache.
*
* The object is looked-up based on the key given.
*
* Note: If the object cannot be found a `console.warn` message is displayed.
*
* @method Phaser.Cache#getVideo
* @param {string} key - The key of the asset to retrieve from the cache.
* @return {Phaser.Video} The video object.
*/
getVideo: function (key) {
return this.getItem(key, Phaser.Cache.VIDEO, 'getVideo');
},
/**
* Gets a fragment shader object from the cache.
*
* The object is looked-up based on the key given.
*
* Note: If the object cannot be found a `console.warn` message is displayed.
*
* @method Phaser.Cache#getShader
* @param {string} key - The key of the asset to retrieve from the cache.
* @return {string} The shader object.
*/
getShader: function (key) {
return this.getItem(key, Phaser.Cache.SHADER, 'getShader', 'data');
},
/**
* Gets a RenderTexture object from the cache.
*
* The object is looked-up based on the key given.
*
* Note: If the object cannot be found a `console.warn` message is displayed.
*
* @method Phaser.Cache#getRenderTexture
* @param {string} key - The key of the asset to retrieve from the cache.
* @return {Object} The object with Phaser.RenderTexture and Phaser.Frame.
*/
getRenderTexture: function (key) {
return this.getItem(key, Phaser.Cache.RENDER_TEXTURE, 'getRenderTexture');
},
////////////////////////////
// Frame Related Methods //
////////////////////////////
/**
* Gets a PIXI.BaseTexture by key from the given Cache.
*
* @method Phaser.Cache#getBaseTexture
* @param {string} key - Asset key of the image for which you want the BaseTexture for.
* @param {integer} [cache=Phaser.Cache.IMAGE] - The cache to search for the item in.
* @return {PIXI.BaseTexture} The BaseTexture object.
*/
getBaseTexture: function (key, cache) {
if (cache === undefined) { cache = Phaser.Cache.IMAGE; }
return this.getItem(key, cache, 'getBaseTexture', 'base');
},
/**
* 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.
* @param {integer} [cache=Phaser.Cache.IMAGE] - The cache to search for the item in.
* @return {Phaser.Frame} The frame data.
*/
getFrame: function (key, cache) {
if (cache === undefined) { cache = Phaser.Cache.IMAGE; }
return this.getItem(key, cache, 'getFrame', 'frame');
},
/**
* Get the total number of frames contained in the FrameData object specified by the given key.
*
* @method Phaser.Cache#getFrameCount
* @param {string} key - Asset key of the FrameData you want.
* @param {integer} [cache=Phaser.Cache.IMAGE] - The cache to search for the item in.
* @return {number} Then number of frames. 0 if the image is not found.
*/
getFrameCount: function (key, cache) {
var data = this.getFrameData(key, cache);
if (data)
{
return data.total;
}
else
{
return 0;
}
},
/**
* Gets a Phaser.FrameData object from the Image Cache.
*
* The object is looked-up based on the key given.
*
* Note: If the object cannot be found a `console.warn` message is displayed.
*
* @method Phaser.Cache#getFrameData
* @param {string} key - Asset key of the frame data to retrieve from the Cache.
* @param {integer} [cache=Phaser.Cache.IMAGE] - The cache to search for the item in.
* @return {Phaser.FrameData} The frame data.
*/
getFrameData: function (key, cache) {
if (cache === undefined) { cache = Phaser.Cache.IMAGE; }
return this.getItem(key, cache, 'getFrameData', 'frameData');
},
/**
* Check if the FrameData for the given key exists in the Image Cache.
*
* @method Phaser.Cache#hasFrameData
* @param {string} key - Asset key of the frame data to retrieve from the Cache.
* @param {integer} [cache=Phaser.Cache.IMAGE] - The cache to search for the item in.
* @return {boolean} True if the given key has frameData in the cache, otherwise false.
*/
hasFrameData: function (key, cache) {
if (cache === undefined) { cache = Phaser.Cache.IMAGE; }
return (this.getItem(key, cache, '', 'frameData') !== 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.
* @param {integer} [cache=Phaser.Cache.IMAGE] - The cache to search. One of the Cache consts such as `Phaser.Cache.IMAGE` or `Phaser.Cache.SOUND`.
*/
updateFrameData: function (key, frameData, cache) {
if (cache === undefined) { cache = Phaser.Cache.IMAGE; }
if (this._cacheMap[cache][key])
{
this._cacheMap[cache][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.
* @param {number} index - The index of the frame you want to get.
* @param {integer} [cache=Phaser.Cache.IMAGE] - The cache to search. One of the Cache consts such as `Phaser.Cache.IMAGE` or `Phaser.Cache.SOUND`.
* @return {Phaser.Frame} The frame object.
*/
getFrameByIndex: function (key, index, cache) {
var data = this.getFrameData(key, cache);
if (data)
{
return data.getFrame(index);
}
else
{
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.
* @param {string} name - The name of the frame you want to get.
* @param {integer} [cache=Phaser.Cache.IMAGE] - The cache to search. One of the Cache consts such as `Phaser.Cache.IMAGE` or `Phaser.Cache.SOUND`.
* @return {Phaser.Frame} The frame object.
*/
getFrameByName: function (key, name, cache) {
var data = this.getFrameData(key, cache);
if (data)
{
return data.getFrameByName(name);
}
else
{
return null;
}
},
/**
* Gets a PIXI.Texture by key from the PIXI.TextureCache.
*
* If the texture isn't found in the cache, then it searches the Phaser Image Cache and
* creates a new PIXI.Texture object which is then returned.
*
* @method Phaser.Cache#getPixiTexture
* @deprecated
* @param {string} key - Asset key of the Texture to retrieve from the Cache.
* @return {PIXI.Texture} The Texture object.
*/
getPixiTexture: function (key) {
if (PIXI.TextureCache[key])
{
return PIXI.TextureCache[key];
}
else
{
var base = this.getPixiBaseTexture(key);
if (base)
{
return new PIXI.Texture(base);
}
else
{
return null;
}
}
},
/**
* Gets a PIXI.BaseTexture by key from the PIXI.BaseTextureCache.
*
* If the texture isn't found in the cache, then it searches the Phaser Image Cache.
*
* @method Phaser.Cache#getPixiBaseTexture
* @deprecated
* @param {string} key - Asset key of the BaseTexture to retrieve from the Cache.
* @return {PIXI.BaseTexture} The BaseTexture object or null if not found.
*/
getPixiBaseTexture: function (key) {
if (PIXI.BaseTextureCache[key])
{
return PIXI.BaseTextureCache[key];
}
else
{
var img = this.getItem(key, Phaser.Cache.IMAGE, 'getPixiBaseTexture');
if (img !== null)
{
return img.base;
}
else
{
return null;
}
}
},
/**
* Get a cached object by the URL.
* This only returns a value if you set Cache.autoResolveURL to `true` *before* starting the preload of any assets.
* Be aware that every call to this function makes a DOM src query, so use carefully and double-check for implications in your target browsers/devices.
*
* @method Phaser.Cache#getURL
* @param {string} url - The url for the object loaded to get from the cache.
* @return {object} The cached object.
*/
getURL: function (url) {
var url = this._resolveURL(url);
if (url)
{
return this._urlMap[url];
}
else
{
console.warn('Phaser.Cache.getUrl: Invalid url: "' + url + '" or Cache.autoResolveURL was false');
return null;
}
},
/**
* Gets all keys used in the requested Cache.
*
* @method Phaser.Cache#getKeys
* @param {integer} [cache=Phaser.Cache.IMAGE] - The Cache you wish to get the keys from. Can be any of the Cache consts such as `Phaser.Cache.IMAGE`, `Phaser.Cache.SOUND` etc.
* @return {Array} The array of keys in the requested cache.
*/
getKeys: function (cache) {
if (cache === undefined) { cache = Phaser.Cache.IMAGE; }
var out = [];
if (this._cacheMap[cache])
{
for (var key in this._cacheMap[cache])
{
if (key !== '__default' &amp;&amp; key !== '__missing')
{
out.push(key);
}
}
}
return out;
},
/////////////////////
// Remove Methods //
/////////////////////
/**
* Removes a canvas from the cache.
*
* Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewhere
* then it will persist in memory.
*
* @method Phaser.Cache#removeCanvas
* @param {string} key - Key of the asset you want to remove.
*/
removeCanvas: function (key) {
delete this._cache.canvas[key];
},
/**
* Removes an image from the cache.
*
* You can optionally elect to destroy it as well. This calls BaseTexture.destroy on it.
*
* Note that this only removes it from the Phaser and PIXI Caches. If you still have references to the data elsewhere
* then it will persist in memory.
*
* @method Phaser.Cache#removeImage
* @param {string} key - Key of the asset you want to remove.
* @param {boolean} [removeFromPixi=true] - Should this image also be destroyed? Removing it from the PIXI.BaseTextureCache?
*/
removeImage: function (key, removeFromPixi) {
if (removeFromPixi === undefined) { removeFromPixi = true; }
var img = this.getImage(key, true);
if (removeFromPixi &amp;&amp; img.base)
{
img.base.destroy();
}
delete this._cache.image[key];
},
/**
* Removes a sound from the cache.
*
* If any `Phaser.Sound` objects use the audio file in the cache that you remove with this method, they will
* _automatically_ destroy themselves. If you wish to have full control over when Sounds are destroyed then
* you must finish your house-keeping and destroy them all yourself first, before calling this method.
*
* Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewhere
* then it will persist in memory.
*
* @method Phaser.Cache#removeSound
* @param {string} key - Key of the asset you want to remove.
*/
removeSound: function (key) {
delete this._cache.sound[key];
},
/**
* Removes a text file from the cache.
*
* Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewhere
* then it will persist in memory.
*
* @method Phaser.Cache#removeText
* @param {string} key - Key of the asset you want to remove.
*/
removeText: function (key) {
delete this._cache.text[key];
},
/**
* Removes a physics data file from the cache.
*
* Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewhere
* then it will persist in memory.
*
* @method Phaser.Cache#removePhysics
* @param {string} key - Key of the asset you want to remove.
*/
removePhysics: function (key) {
delete this._cache.physics[key];
},
/**
* Removes a tilemap from the cache.
*
* Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewhere
* then it will persist in memory.
*
* @method Phaser.Cache#removeTilemap
* @param {string} key - Key of the asset you want to remove.
*/
removeTilemap: function (key) {
delete this._cache.tilemap[key];
},
/**
* Removes a binary file from the cache.
*
* Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewhere
* then it will persist in memory.
*
* @method Phaser.Cache#removeBinary
* @param {string} key - Key of the asset you want to remove.
*/
removeBinary: function (key) {
delete this._cache.binary[key];
},
/**
* Removes a bitmap data from the cache.
*
* Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewhere
* then it will persist in memory.
*
* @method Phaser.Cache#removeBitmapData
* @param {string} key - Key of the asset you want to remove.
*/
removeBitmapData: function (key) {
delete this._cache.bitmapData[key];
},
/**
* Removes a bitmap font from the cache.
*
* Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewhere
* then it will persist in memory.
*
* @method Phaser.Cache#removeBitmapFont
* @param {string} key - Key of the asset you want to remove.
*/
removeBitmapFont: function (key) {
delete this._cache.bitmapFont[key];
},
/**
* Removes a json object from the cache.
*
* Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewhere
* then it will persist in memory.
*
* @method Phaser.Cache#removeJSON
* @param {string} key - Key of the asset you want to remove.
*/
removeJSON: function (key) {
delete this._cache.json[key];
},
/**
* Removes a xml object from the cache.
*
* Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewhere
* then it will persist in memory.
*
* @method Phaser.Cache#removeXML
* @param {string} key - Key of the asset you want to remove.
*/
removeXML: function (key) {
delete this._cache.xml[key];
},
/**
* Removes a video from the cache.
*
* Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewhere
* then it will persist in memory.
*
* @method Phaser.Cache#removeVideo
* @param {string} key - Key of the asset you want to remove.
*/
removeVideo: function (key) {
delete this._cache.video[key];
},
/**
* Removes a shader from the cache.
*
* Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewhere
* then it will persist in memory.
*
* @method Phaser.Cache#removeShader
* @param {string} key - Key of the asset you want to remove.
*/
removeShader: function (key) {
delete this._cache.shader[key];
},
/**
* Removes a Render Texture from the cache.
*
* Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewhere
* then it will persist in memory.
*
* @method Phaser.Cache#removeRenderTexture
* @param {string} key - Key of the asset you want to remove.
*/
removeRenderTexture: function (key) {
delete this._cache.renderTexture[key];
},
/**
* Removes a Sprite Sheet from the cache.
*
* Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewhere
* then it will persist in memory.
*
* @method Phaser.Cache#removeSpriteSheet
* @param {string} key - Key of the asset you want to remove.
*/
removeSpriteSheet: function (key) {
delete this._cache.spriteSheet[key];
},
/**
* Removes a Texture Atlas from the cache.
*
* Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewhere
* then it will persist in memory.
*
* @method Phaser.Cache#removeTextureAtlas
* @param {string} key - Key of the asset you want to remove.
*/
removeTextureAtlas: function (key) {
delete this._cache.atlas[key];
},
/**
* Empties out all of the GL Textures from Images stored in the cache.
* This is called automatically when the WebGL context is lost and then restored.
*
* @method Phaser.Cache#clearGLTextures
* @protected
*/
clearGLTextures: function () {
for (var key in this._cache.image)
{
this._cache.image[key].base._glTextures = [];
}
},
/**
* Resolves a URL to its absolute form and stores it in Cache._urlMap as long as Cache.autoResolveURL is set to `true`.
* This is then looked-up by the Cache.getURL and Cache.checkURL calls.
*
* @method Phaser.Cache#_resolveURL
* @private
* @param {string} url - The URL to resolve. This is appended to Loader.baseURL.
* @param {object} [data] - The data associated with the URL to be stored to the URL Map.
* @return {string} The resolved URL.
*/
_resolveURL: function (url, data) {
if (!this.autoResolveURL)
{
return null;
}
this._urlResolver.src = this.game.load.baseURL + url;
this._urlTemp = this._urlResolver.src;
// Ensure no request is actually made
this._urlResolver.src = '';
// Record the URL to the map
if (data)
{
this._urlMap[this._urlTemp] = data;
}
return this._urlTemp;
},
/**
* Clears the cache. Removes every local cache object reference.
* If an object in the cache has a `destroy` method it will also be called.
*
* @method Phaser.Cache#destroy
*/
destroy: function () {
for (var i = 0; i &lt; this._cacheMap.length; i++)
{
var cache = this._cacheMap[i];
for (var key in cache)
{
if (key !== '__default' &amp;&amp; key !== '__missing')
{
if (cache[key]['destroy'])
{
cache[key].destroy();
}
delete cache[key];
}
}
}
this._urlMap = null;
this._urlResolver = null;
this._urlTemp = null;
}
};
Phaser.Cache.prototype.constructor = Phaser.Cache;
</pre>
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Phaser Copyright © 2012-2015 Photon Storm Ltd.
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