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https://github.com/photonstorm/phaser
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1120 lines
27 KiB
HTML
1120 lines
27 KiB
HTML
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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 2013 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
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* as images, sounds and data files as a result of Loader calls. Cache 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.
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*/
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this.game = game;
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/**
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* @property {object} game - Canvas key-value container.
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* @private
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*/
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this._canvases = {};
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/**
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* @property {object} _images - Image key-value container.
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* @private
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*/
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this._images = {};
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/**
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* @property {object} _textures - RenderTexture key-value container.
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* @private
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*/
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this._textures = {};
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/**
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* @property {object} _sounds - Sound key-value container.
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* @private
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*/
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this._sounds = {};
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/**
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* @property {object} _text - Text key-value container.
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* @private
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*/
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this._text = {};
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/**
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* @property {object} _tilemaps - Tilemap key-value container.
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* @private
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*/
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this._tilemaps = {};
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this.addDefaultImage();
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/**
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* @property {Phaser.Signal} onSoundUnlock - Description.
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*/
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this.onSoundUnlock = new Phaser.Signal;
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};
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Phaser.Cache.prototype = {
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/**
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* Add a new canvas object in to the cache.
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* @method Phaser.Cache#addCanvas
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* @param {string} key - Asset key for this canvas.
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* @param {HTMLCanvasElement} canvas - Canvas DOM element.
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* @param {CanvasRenderingContext2D} context - Render context of this canvas.
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*/
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addCanvas: function (key, canvas, context) {
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this._canvases[key] = { canvas: canvas, context: context };
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},
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/**
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* Add a new Phaser.RenderTexture in to the cache.
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*
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* @method Phaser.Cache#addRenderTexture
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* @param {string} key - The unique key by which you will reference this object.
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* @param {Phaser.Texture} textue - The texture to use as the base of the RenderTexture.
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*/
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addRenderTexture: function (key, texture) {
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var frame = new Phaser.Frame(0, 0, 0, texture.width, texture.height, '', '');
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this._textures[key] = { texture: texture, frame: frame };
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},
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/**
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* Add a new sprite sheet in to the cache.
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*
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* @method Phaser.Cache#addSpriteSheet
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* @param {string} key - The unique key by which you will reference this object.
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* @param {string} url - URL of this sprite sheet file.
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* @param {object} data - Extra sprite sheet data.
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* @param {number} frameWidth - Width of the sprite sheet.
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* @param {number} frameHeight - Height of the sprite sheet.
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* @param {number} frameMax - How many frames stored in the sprite sheet.
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*/
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addSpriteSheet: function (key, url, data, frameWidth, frameHeight, frameMax) {
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this._images[key] = { url: url, data: data, spriteSheet: true, frameWidth: frameWidth, frameHeight: frameHeight };
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PIXI.BaseTextureCache[key] = new PIXI.BaseTexture(data);
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PIXI.TextureCache[key] = new PIXI.Texture(PIXI.BaseTextureCache[key]);
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this._images[key].frameData = Phaser.AnimationParser.spriteSheet(this.game, key, frameWidth, frameHeight, frameMax);
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},
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/**
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* Add a new tilemap.
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*
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* @method Phaser.Cache#addTilemap
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* @param {string} key - The unique key by which you will reference this object.
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* @param {string} url - URL of the tilemap image.
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* @param {object} data - Tilemap data.
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* @param {object} mapData - The tilemap data object.
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* @param {number} format - The format of the tilemap data.
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*/
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addTilemap: function (key, url, data, mapData, format) {
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this._tilemaps[key] = { url: url, data: data, spriteSheet: true, mapData: mapData, format: format };
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PIXI.BaseTextureCache[key] = new PIXI.BaseTexture(data);
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PIXI.TextureCache[key] = new PIXI.Texture(PIXI.BaseTextureCache[key]);
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},
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/**
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* Add a new texture atlas.
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*
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* @method Phaser.Cache#addTextureAtlas
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* @param {string} key - The unique key by which you will reference this object.
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* @param {string} url - URL of this texture atlas file.
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* @param {object} data - Extra texture atlas data.
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* @param {object} atlasData - Texture atlas frames data.
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* @param {number} format - The format of the texture atlas.
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*/
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addTextureAtlas: function (key, url, data, atlasData, format) {
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this._images[key] = { url: url, data: data, spriteSheet: true };
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PIXI.BaseTextureCache[key] = new PIXI.BaseTexture(data);
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PIXI.TextureCache[key] = new PIXI.Texture(PIXI.BaseTextureCache[key]);
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if (format == Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY)
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{
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this._images[key].frameData = Phaser.AnimationParser.JSONData(this.game, atlasData, key);
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}
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else if (format == Phaser.Loader.TEXTURE_ATLAS_JSON_HASH)
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{
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this._images[key].frameData = Phaser.AnimationParser.JSONDataHash(this.game, atlasData, key);
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}
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else if (format == Phaser.Loader.TEXTURE_ATLAS_XML_STARLING)
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{
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this._images[key].frameData = Phaser.AnimationParser.XMLData(this.game, atlasData, key);
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}
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},
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/**
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* Add a new Bitmap Font.
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*
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* @method Phaser.Cache#addBitmapFont
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* @param {string} key - The unique key by which you will reference this object.
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* @param {string} url - URL of this font xml file.
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* @param {object} data - Extra font data.
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* @param xmlData {object} Texture atlas frames data.
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*/
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addBitmapFont: function (key, url, data, xmlData) {
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this._images[key] = { url: url, data: data, spriteSheet: true };
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PIXI.BaseTextureCache[key] = new PIXI.BaseTexture(data);
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PIXI.TextureCache[key] = new PIXI.Texture(PIXI.BaseTextureCache[key]);
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Phaser.LoaderParser.bitmapFont(this.game, xmlData, key);
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// this._images[key].frameData = Phaser.AnimationParser.XMLData(this.game, xmlData, key);
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},
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/**
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* Adds a default image to be used when a key is wrong / missing. Is mapped to the key __default.
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*
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* @method Phaser.Cache#addDefaultImage
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*/
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addDefaultImage: function () {
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this._images['__default'] = { url: null, data: null, spriteSheet: false };
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this._images['__default'].frame = new Phaser.Frame(0, 0, 0, 32, 32, '', '');
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var base = new PIXI.BaseTexture();
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base.width = 32;
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base.height = 32;
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base.hasLoaded = true; // avoids a hanging event listener
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PIXI.BaseTextureCache['__default'] = base;
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PIXI.TextureCache['__default'] = new PIXI.Texture(base);
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},
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/**
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* Add a new image.
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*
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* @method Phaser.Cache#addImage
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* @param {string} key - The unique key by which you will reference this object.
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* @param {string} url - URL of this image file.
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* @param {object} data - Extra image data.
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*/
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addImage: function (key, url, data) {
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this._images[key] = { url: url, data: data, spriteSheet: false };
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this._images[key].frame = new Phaser.Frame(0, 0, 0, data.width, data.height, '', '');
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PIXI.BaseTextureCache[key] = new PIXI.BaseTexture(data);
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PIXI.TextureCache[key] = new PIXI.Texture(PIXI.BaseTextureCache[key]);
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},
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/**
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* Add a new sound.
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*
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* @method Phaser.Cache#addSound
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* @param {string} key - Asset key for the sound.
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* @param {string} url - URL of this sound file.
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* @param {object} data - Extra sound data.
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* @param {boolean} webAudio - True if the file is using web audio.
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|
* @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 locked = this.game.sound.touchLocked;
|
|
var decoded = false;
|
|
|
|
if (audioTag)
|
|
{
|
|
decoded = true;
|
|
}
|
|
|
|
this._sounds[key] = { url: url, data: data, isDecoding: false, decoded: decoded, webAudio: webAudio, audioTag: audioTag };
|
|
|
|
},
|
|
|
|
/**
|
|
* Reload a sound.
|
|
* @method Phaser.Cache#reloadSound
|
|
* @param {string} key - Asset key for the sound.
|
|
*/
|
|
reloadSound: function (key) {
|
|
|
|
var _this = this;
|
|
|
|
if (this._sounds[key])
|
|
{
|
|
this._sounds[key].data.src = this._sounds[key].url;
|
|
|
|
this._sounds[key].data.addEventListener('canplaythrough', function () {
|
|
return _this.reloadSoundComplete(key);
|
|
}, false);
|
|
|
|
this._sounds[key].data.load();
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Description.
|
|
* @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);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Description.
|
|
* @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;
|
|
|
|
},
|
|
|
|
/**
|
|
* 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
|
|
};
|
|
|
|
},
|
|
|
|
/**
|
|
* Get acanvas object from the cache by its key.
|
|
*
|
|
* @method Phaser.Cache#getCanvas
|
|
* @param {string} key - Asset key of the canvas you want.
|
|
* @return {object} The canvas you want.
|
|
*/
|
|
getCanvas: function (key) {
|
|
|
|
if (this._canvases[key])
|
|
{
|
|
return this._canvases[key].canvas;
|
|
}
|
|
|
|
return null;
|
|
},
|
|
|
|
/**
|
|
* Checks if an image key exists.
|
|
*
|
|
* @method Phaser.Cache#checkImageKey
|
|
* @param {string} key - Asset key of the image you want.
|
|
* @return {boolean} True if the key exists, otherwise false.
|
|
*/
|
|
checkImageKey: function (key) {
|
|
|
|
if (this._images[key])
|
|
{
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
|
|
},
|
|
|
|
/**
|
|
* Get image data by key.
|
|
*
|
|
* @method Phaser.Cache#getImage
|
|
* @param {string} key - Asset key of the image you want.
|
|
* @return {object} The image data you want.
|
|
*/
|
|
getImage: function (key) {
|
|
|
|
if (this._images[key])
|
|
{
|
|
return this._images[key].data;
|
|
}
|
|
|
|
return null;
|
|
},
|
|
|
|
/**
|
|
* Get tilemap data by key.
|
|
*
|
|
* @method Phaser.Cache#getTilemap
|
|
* @param {string} key - Asset key of the tilemap you want.
|
|
* @return {Phaser.Tilemap} The tilemap data. The tileset image is in the data property, the map data in mapData.
|
|
*/
|
|
getTilemap: function (key) {
|
|
|
|
if (this._tilemaps[key])
|
|
{
|
|
return this._tilemaps[key];
|
|
}
|
|
|
|
return null;
|
|
},
|
|
|
|
/**
|
|
* Get frame data by key.
|
|
*
|
|
* @method Phaser.Cache#getFrameData
|
|
* @param {string} key - Asset key of the frame data you want.
|
|
* @return {Phaser.FrameData} The frame data you want.
|
|
*/
|
|
getFrameData: function (key) {
|
|
|
|
if (this._images[key] && this._images[key].frameData)
|
|
{
|
|
return this._images[key].frameData;
|
|
}
|
|
|
|
return null;
|
|
},
|
|
|
|
/**
|
|
* Get a single frame out of a frameData set by key.
|
|
*
|
|
* @method Phaser.Cache#getFrameByIndex
|
|
* @param {string} key - Asset key of the frame data you want.
|
|
* @return {Phaser.Frame} The frame data you want.
|
|
*/
|
|
getFrameByIndex: function (key, frame) {
|
|
|
|
if (this._images[key] && this._images[key].frameData)
|
|
{
|
|
return this._images[key].frameData.getFrame(frame);
|
|
}
|
|
|
|
return null;
|
|
},
|
|
|
|
/**
|
|
* Get a single frame out of a frameData set by key.
|
|
*
|
|
* @method Phaser.Cache#getFrameByName
|
|
* @param {string} key - Asset key of the frame data you want.
|
|
* @return {Phaser.Frame} The frame data you want.
|
|
*/
|
|
getFrameByName: function (key, frame) {
|
|
|
|
if (this._images[key] && this._images[key].frameData)
|
|
{
|
|
return this._images[key].frameData.getFrameByName(frame);
|
|
}
|
|
|
|
return null;
|
|
},
|
|
|
|
/**
|
|
* Get a single frame by key. You'd only do this to get the default Frame created for a non-atlas/spritesheet image.
|
|
*
|
|
* @method Phaser.Cache#getFrame
|
|
* @param {string} key - Asset key of the frame data you want.
|
|
* @return {Phaser.Frame} The frame data you want.
|
|
*/
|
|
getFrame: function (key) {
|
|
|
|
if (this._images[key] && this._images[key].spriteSheet == false)
|
|
{
|
|
return this._images[key].frame;
|
|
}
|
|
|
|
return null;
|
|
},
|
|
|
|
/**
|
|
* Get a single frame by key. You'd only do this to get the default Frame created for a non-atlas/spritesheet image.
|
|
*
|
|
* @method Phaser.Cache#getTextureFrame
|
|
* @param {string} key - Asset key of the frame data you want.
|
|
* @return {Phaser.Frame} The frame data you want.
|
|
*/
|
|
getTextureFrame: function (key) {
|
|
|
|
if (this._textures[key])
|
|
{
|
|
return this._textures[key].frame;
|
|
}
|
|
|
|
return null;
|
|
},
|
|
|
|
/**
|
|
* Get a RenderTexture by key.
|
|
*
|
|
* @method Phaser.Cache#getTexture
|
|
* @param {string} key - Asset key of the RenderTexture you want.
|
|
* @return {Phaser.RenderTexture} The RenderTexture you want.
|
|
*/
|
|
getTexture: function (key) {
|
|
|
|
if (this._textures[key])
|
|
{
|
|
return this._textures[key];
|
|
}
|
|
|
|
return null;
|
|
|
|
},
|
|
|
|
/**
|
|
* Get sound by key.
|
|
*
|
|
* @method Phaser.Cache#getSound
|
|
* @param {string} key - Asset key of the sound you want.
|
|
* @return {Phaser.Sound} The sound you want.
|
|
*/
|
|
getSound: function (key) {
|
|
|
|
if (this._sounds[key])
|
|
{
|
|
return this._sounds[key];
|
|
}
|
|
|
|
return null;
|
|
|
|
},
|
|
|
|
/**
|
|
* Get sound data by key.
|
|
*
|
|
* @method Phaser.Cache#getSoundData
|
|
* @param {string} key - Asset key of the sound you want.
|
|
* @return {object} The sound data you want.
|
|
*/
|
|
getSoundData: function (key) {
|
|
|
|
if (this._sounds[key])
|
|
{
|
|
return this._sounds[key].data;
|
|
}
|
|
|
|
return null;
|
|
|
|
},
|
|
|
|
/**
|
|
* Check if the given sound has finished decoding.
|
|
*
|
|
* @method Phaser.Cache#isSoundDecoded
|
|
* @param {string} key - Asset key of the sound you want.
|
|
* @return {boolean} The decoded state of the Sound object.
|
|
*/
|
|
isSoundDecoded: function (key) {
|
|
|
|
if (this._sounds[key])
|
|
{
|
|
return this._sounds[key].decoded;
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Check if the given sound is ready for playback. A sound is considered ready when it has finished decoding and the device is no longer touch locked.
|
|
*
|
|
* @method Phaser.Cache#isSoundReady
|
|
* @param {string} key - Asset key of the sound you want.
|
|
* @return {boolean} True if the sound is decoded and the device is not touch locked.
|
|
*/
|
|
isSoundReady: function (key) {
|
|
|
|
return (this._sounds[key] && this._sounds[key].decoded && this.game.sound.touchLocked == false);
|
|
|
|
},
|
|
|
|
/**
|
|
* Check whether an image asset is sprite sheet or not.
|
|
*
|
|
* @method Phaser.Cache#isSpriteSheet
|
|
* @param {string} key - Asset key of the sprite sheet you want.
|
|
* @return {boolean} True if the image is a sprite sheet.
|
|
*/
|
|
isSpriteSheet: function (key) {
|
|
|
|
if (this._images[key])
|
|
{
|
|
return this._images[key].spriteSheet;
|
|
}
|
|
|
|
return false;
|
|
|
|
},
|
|
|
|
/**
|
|
* Get text data by key.
|
|
*
|
|
* @method Phaser.Cache#getText
|
|
* @param {string} key - Asset key of the text data you want.
|
|
* @return {object} The text data you want.
|
|
*/
|
|
getText: function (key) {
|
|
|
|
if (this._text[key])
|
|
{
|
|
return this._text[key].data;
|
|
}
|
|
|
|
return null;
|
|
|
|
},
|
|
|
|
/**
|
|
* Get the cache keys from a given array of objects.
|
|
* Normally you don't call this directly but instead use getImageKeys, getSoundKeys, etc.
|
|
*
|
|
* @method Phaser.Cache#getKeys
|
|
* @param {Array} array - An array of items to return the keys for.
|
|
* @return {Array} The array of item keys.
|
|
*/
|
|
getKeys: function (array) {
|
|
|
|
var output = [];
|
|
|
|
for (var item in array)
|
|
{
|
|
if (item !== '__default')
|
|
{
|
|
output.push(item);
|
|
}
|
|
}
|
|
|
|
return output;
|
|
|
|
},
|
|
|
|
/**
|
|
* Returns an array containing all of the keys of Images in the Cache.
|
|
*
|
|
* @method Phaser.Cache#getImageKeys
|
|
* @return {Array} The string based keys in the Cache.
|
|
*/
|
|
getImageKeys: function () {
|
|
return this.getKeys(this._images);
|
|
},
|
|
|
|
/**
|
|
* Returns an array containing all of the keys of Sounds in the Cache.
|
|
*
|
|
* @method Phaser.Cache#getSoundKeys
|
|
* @return {Array} The string based keys in the Cache.
|
|
*/
|
|
getSoundKeys: function () {
|
|
return this.getKeys(this._sounds);
|
|
},
|
|
|
|
/**
|
|
* Returns an array containing all of the keys of Text Files in the Cache.
|
|
*
|
|
* @method Phaser.Cache#getTextKeys
|
|
* @return {Array} The string based keys in the Cache.
|
|
*/
|
|
getTextKeys: function () {
|
|
return this.getKeys(this._text);
|
|
},
|
|
|
|
/**
|
|
* Removes a canvas from the cache.
|
|
*
|
|
* @method Phaser.Cache#removeCanvas
|
|
* @param {string} key - Key of the asset you want to remove.
|
|
*/
|
|
removeCanvas: function (key) {
|
|
delete this._canvases[key];
|
|
},
|
|
|
|
/**
|
|
* Removes an image from the cache.
|
|
*
|
|
* @method Phaser.Cache#removeImage
|
|
* @param {string} key - Key of the asset you want to remove.
|
|
*/
|
|
removeImage: function (key) {
|
|
delete this._images[key];
|
|
},
|
|
|
|
/**
|
|
* Removes a sound from the cache.
|
|
*
|
|
* @method Phaser.Cache#removeSound
|
|
* @param {string} key - Key of the asset you want to remove.
|
|
*/
|
|
removeSound: function (key) {
|
|
delete this._sounds[key];
|
|
},
|
|
|
|
/**
|
|
* Removes a text from the cache.
|
|
*
|
|
* @method Phaser.Cache#removeText
|
|
* @param {string} key - Key of the asset you want to remove.
|
|
*/
|
|
removeText: function (key) {
|
|
delete this._text[key];
|
|
},
|
|
|
|
/**
|
|
* Clears the cache. Removes every local cache object reference.
|
|
*
|
|
* @method Phaser.Cache#destroy
|
|
*/
|
|
destroy: function () {
|
|
|
|
for (var item in this._canvases)
|
|
{
|
|
delete this._canvases[item['key']];
|
|
}
|
|
|
|
for (var item in this._images)
|
|
{
|
|
delete this._images[item['key']];
|
|
}
|
|
|
|
for (var item in this._sounds)
|
|
{
|
|
delete this._sounds[item['key']];
|
|
}
|
|
|
|
for (var item in this._text)
|
|
{
|
|
delete this._text[item['key']];
|
|
}
|
|
}
|
|
|
|
};
|
|
</pre>
|
|
</article>
|
|
</section>
|
|
|
|
|
|
|
|
|
|
|
|
</div>
|
|
|
|
<div class="clearfix"></div>
|
|
<footer>
|
|
|
|
|
|
<span class="copyright">
|
|
Phaser Copyright © 2012-2013 Photon Storm Ltd.
|
|
</span>
|
|
<br />
|
|
|
|
<span class="jsdoc-message">
|
|
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
|
|
on Thu Oct 03 2013 02:35:44 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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