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3193 lines
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HTML
3193 lines
95 KiB
HTML
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<a href="Phaser.Easing.html">Easing</a>
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<a href="Phaser.Frame.html">Frame</a>
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<a href="Phaser.FrameData.html">FrameData</a>
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<a href="Phaser.Image.html">Image</a>
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<a href="Phaser.ImageCollection.html">ImageCollection</a>
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<a href="Phaser.Input.html">Input</a>
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<a href="Phaser.InputHandler.html">InputHandler</a>
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<a href="Phaser.Key.html">Key</a>
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<a href="Phaser.Keyboard.html">Keyboard</a>
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<a href="Phaser.Line.html">Line</a>
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<a href="Phaser.LinkedList.html">LinkedList</a>
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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.Math.html">Math</a>
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<a href="Phaser.Matrix.html">Matrix</a>
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<a href="Phaser.Mouse.html">Mouse</a>
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<a href="Phaser.MSPointer.html">MSPointer</a>
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<a href="Phaser.Net.html">Net</a>
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<a href="Phaser.Particle.html">Particle</a>
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<a href="Phaser.Particles.html">Particles</a>
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<a href="Phaser.Particles.Arcade.html">Arcade</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.html">Arcade</a>
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<a href="Phaser.Physics.Arcade.Body.html">Body</a>
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<a href="Phaser.Physics.Arcade.TilemapCollision.html">TilemapCollision</a>
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<a href="Phaser.Physics.Ninja.html">Ninja</a>
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<a href="Phaser.Physics.Ninja.AABB.html">AABB</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.Ninja.Body.html">Body</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.Ninja.Circle.html">Circle</a>
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</li>
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<a href="Phaser.Physics.Ninja.Tile.html">Tile</a>
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<li class="class-depth-2">
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<a href="Phaser.Physics.P2.html">P2</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.Body.html">Body</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.BodyDebug.html">BodyDebug</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.DistanceConstraint.html">DistanceConstraint</a>
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</li>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.FixtureList.html">FixtureList</a>
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</li>
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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>
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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>
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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>
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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>
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<li class="class-depth-3">
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<a href="Phaser.Physics.P2.RotationalSpring.html">RotationalSpring</a>
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</li>
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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>
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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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</li>
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<li class="class-depth-1">
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<a href="Phaser.Pointer.html">Pointer</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.PointerMode.html">PointerMode</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Polygon.html">Polygon</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.QuadTree.html">QuadTree</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.Rectangle.html">Rectangle</a>
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</li>
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<li class="class-depth-1">
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<a href="Phaser.RenderTexture.html">RenderTexture</a>
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</li>
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|
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<li class="class-depth-1">
|
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<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
|
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</li>
|
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|
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<li class="class-depth-1">
|
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<a href="Phaser.RetroFont.html">RetroFont</a>
|
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</li>
|
|
|
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<li class="class-depth-1">
|
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<a href="Phaser.Rope.html">Rope</a>
|
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</li>
|
|
|
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<li class="class-depth-1">
|
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<a href="Phaser.RoundedRectangle.html">RoundedRectangle</a>
|
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</li>
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|
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<li class="class-depth-1">
|
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<a href="Phaser.ScaleManager.html">ScaleManager</a>
|
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</li>
|
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|
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<li class="class-depth-1">
|
|
<a href="Phaser.Signal.html">Signal</a>
|
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</li>
|
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|
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<li class="class-depth-1">
|
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<a href="Phaser.SignalBinding.html">SignalBinding</a>
|
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</li>
|
|
|
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<li class="class-depth-1">
|
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<a href="Phaser.SinglePad.html">SinglePad</a>
|
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</li>
|
|
|
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<li class="class-depth-1">
|
|
<a href="Phaser.Sound.html">Sound</a>
|
|
</li>
|
|
|
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<li class="class-depth-1">
|
|
<a href="Phaser.SoundManager.html">SoundManager</a>
|
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</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Sprite.html">Sprite</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
|
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</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Stage.html">Stage</a>
|
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</li>
|
|
|
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<li class="class-depth-1">
|
|
<a href="Phaser.State.html">State</a>
|
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</li>
|
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|
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<li class="class-depth-1">
|
|
<a href="Phaser.StateManager.html">StateManager</a>
|
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</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Text.html">Text</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Tile.html">Tile</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Tilemap.html">Tilemap</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.TilemapParser.html">TilemapParser</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Tileset.html">Tileset</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.TileSprite.html">TileSprite</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Time.html">Time</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Timer.html">Timer</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.TimerEvent.html">TimerEvent</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Touch.html">Touch</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Tween.html">Tween</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.TweenData.html">TweenData</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.TweenManager.html">TweenManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Utils.html">Utils</a>
|
|
</li>
|
|
|
|
<li class="class-depth-2">
|
|
<a href="Phaser.Utils.Debug.html">Debug</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.Video.html">Video</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="Phaser.World.html">World</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.AbstractFilter.html">AbstractFilter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.BaseTexture.html">BaseTexture</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.CanvasBuffer.html">CanvasBuffer</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.CanvasGraphics.html">CanvasGraphics</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.CanvasMaskManager.html">CanvasMaskManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.CanvasPool.html">CanvasPool</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.CanvasRenderer.html">CanvasRenderer</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.CanvasTinter.html">CanvasTinter</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.ComplexPrimitiveShader.html">ComplexPrimitiveShader</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.DisplayObject.html">DisplayObject</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.DisplayObjectContainer.html">DisplayObjectContainer</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.EarCut.html">EarCut</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Event.html">Event</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.EventTarget.html">EventTarget</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.FilterTexture.html">FilterTexture</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Graphics.html">Graphics</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.GraphicsData.html">GraphicsData</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.PIXI.html">PIXI</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.PixiShader.html">PixiShader</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.PolyK.html">PolyK</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.PrimitiveShader.html">PrimitiveShader</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.RenderTexture.html">RenderTexture</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Rope.html">Rope</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Sprite.html">Sprite</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.SpriteBatch.html">SpriteBatch</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Strip.html">Strip</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.StripShader.html">StripShader</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.Texture.html">Texture</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.TilingSprite.html">TilingSprite</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a>
|
|
</li>
|
|
|
|
<li class="class-depth-1">
|
|
<a href="PIXI.WebGLRenderer.html">WebGLRenderer</a>
|
|
</li>
|
|
|
|
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
|
<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
|
|
class="caret"></b></a>
|
|
|
|
<ul class="dropdown-menu ">
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#AUTO">AUTO</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#BITMAPDATA">BITMAPDATA</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#BITMAPTEXT">BITMAPTEXT</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#blendModes">blendModes</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#BUTTON">BUTTON</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#CANVAS">CANVAS</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#CANVAS_FILTER">CANVAS_FILTER</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#CIRCLE">CIRCLE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#CREATURE">CREATURE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#DOWN">DOWN</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#ELLIPSE">ELLIPSE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#EMITTER">EMITTER</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#GAMES">GAMES</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#GRAPHICS">GRAPHICS</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#GROUP">GROUP</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#HEADLESS">HEADLESS</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#IMAGE">IMAGE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#LEFT">LEFT</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#LINE">LINE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#MATRIX">MATRIX</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#NONE">NONE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#PENDING_ATLAS">PENDING_ATLAS</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#POINT">POINT</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#POINTER">POINTER</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#POLYGON">POLYGON</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#RECTANGLE">RECTANGLE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#RENDERTEXTURE">RENDERTEXTURE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#RETROFONT">RETROFONT</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#RIGHT">RIGHT</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#ROPE">ROPE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#ROUNDEDRECTANGLE">ROUNDEDRECTANGLE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#scaleModes">scaleModes</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#SPRITE">SPRITE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#SPRITEBATCH">SPRITEBATCH</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#TEXT">TEXT</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#TILEMAP">TILEMAP</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#TILEMAPLAYER">TILEMAPLAYER</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#TILESPRITE">TILESPRITE</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#UP">UP</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#VERSION">VERSION</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#VIDEO">VIDEO</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#WEBGL">WEBGL</a>
|
|
</li>
|
|
|
|
<li class="class-depth-0">
|
|
<a href="global.html#WEBGL_FILTER">WEBGL_FILTER</a>
|
|
</li>
|
|
|
|
|
|
</ul>
|
|
</li>
|
|
|
|
|
|
<li class="dropdown">
|
|
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Core<b class="caret"></b></a>
|
|
<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="Phaser.Game.html">Game</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Group.html">Group</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.World.html">World</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Loader.html">Loader</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Cache.html">Cache</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Time.html">Time</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Camera.html">Camera</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.StateManager.html">State Manager</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.TweenManager.html">Tween Manager</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.SoundManager.html">Sound Manager</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Input.html">Input Manager</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.ScaleManager.html">Scale Manager</a></li>
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
|
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Game Objects<b class="caret"></b></a>
|
|
<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="Phaser.GameObjectFactory.html">Factory (game.add)</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.GameObjectCreator.html">Creator (game.make)</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Sprite.html">Sprite</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Image.html">Image</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Sound.html">Sound</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Video.html">Video</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Particles.Arcade.Emitter.html">Particle Emitter</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Particle.html">Particle</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Text.html">Text</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Tween.html">Tween</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.BitmapText.html">BitmapText</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Tilemap.html">Tilemap</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.BitmapData.html">BitmapData</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.RetroFont.html">RetroFont</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Button.html">Button</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Animation.html">Animation</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Graphics.html">Graphics</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.RenderTexture.html">RenderTexture</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.TileSprite.html">TileSprite</a></li>
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
|
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Geometry<b class="caret"></b></a>
|
|
<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="Phaser.Circle.html">Circle</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Ellipse.html">Ellipse</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Line.html">Line</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Matrix.html">Matrix</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Point.html">Point</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Polygon.html">Polygon</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Rectangle.html">Rectangle</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.RoundedRectangle.html">Rounded Rectangle</a></li>
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
|
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Physics<b class="caret"></b></a>
|
|
<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="Phaser.Physics.Arcade.html">Arcade Physics</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.Arcade.Body.html">Body</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Physics.P2.html">P2 Physics</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.P2.Body.html">Body</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.P2.Spring.html">Spring</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Physics.Ninja.html">Ninja Physics</a></li>
|
|
<li class="class-depth-2"><a href="Phaser.Physics.Body.html">Body</a></li>
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
|
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Input<b class="caret"></b></a>
|
|
<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="Phaser.InputHandler.html">Input Handler</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Pointer.html">Pointer</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.DeviceButton.html">Device Button</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Mouse.html">Mouse</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Keyboard.html">Keyboard</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Key.html">Key</a></li>
|
|
<li class="class-depth-1"><a href="Phaser.Gamepad.html">Gamepad</a></li>
|
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</ul>
|
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</li>
|
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|
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<li class="dropdown">
|
|
<a href="#" class="dropdown-toggle" data-toggle="dropdown">Community<b class="caret"></b></a>
|
|
<ul class="dropdown-menu ">
|
|
<li class="class-depth-1"><a href="http://phaser.io">Phaser Web Site</a></li>
|
|
<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser">Phaser Github</a></li>
|
|
<li class="class-depth-1"><a href="http://phaser.io/examples">Phaser Examples</a></li>
|
|
<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser-plugins">Phaser Plugins</a></li>
|
|
<li class="class-depth-1"><a href="http://www.html5gamedevs.com/forum/14-phaser/">Forum</a></li>
|
|
<li class="class-depth-1"><a href="http://stackoverflow.com/questions/tagged/phaser-framework">Stack Overflow</a></li>
|
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<li class="class-depth-1"><a href="http://phaser.io/learn">Tutorials</a></li>
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<li class="class-depth-1"><a href="https://confirmsubscription.com/h/r/369DE48E3E86AF1E">Newsletter</a></li>
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<li class="class-depth-1"><a href="http://phaser.io/community/twitter">Twitter</a></li>
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<li class="class-depth-1"><a href="http://phaser.io/community/irc">IRC</a></li>
|
|
<li class="class-depth-1"><a href="https://www.codeandweb.com/texturepacker/phaser">Texture Packer</a></li>
|
|
</ul>
|
|
</li>
|
|
|
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</ul>
|
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</div>
|
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</div>
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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 <rich@photonstorm.com>
|
|
* @copyright 2016 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 && !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 && 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' && 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 && 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 < this._cacheMap.length; i++)
|
|
{
|
|
var cache = this._cacheMap[i];
|
|
|
|
for (var key in cache)
|
|
{
|
|
if (key !== '__default' && 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>
|
|
</article>
|
|
</section>
|
|
|
|
|
|
|
|
|
|
|
|
</div>
|
|
|
|
<div class="clearfix"></div>
|
|
<footer>
|
|
|
|
|
|
<span class="copyright">
|
|
Phaser Copyright © 2012-2016 Photon Storm Ltd.
|
|
</span>
|
|
<br />
|
|
|
|
<span class="jsdoc-message">
|
|
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.2</a>
|
|
on Fri Apr 22 2016 15:11:45 GMT+0100 (GMT Daylight Time) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
|
</span>
|
|
</footer>
|
|
</div>
|
|
|
|
|
|
<br clear="both">
|
|
</div>
|
|
|
|
</div>
|
|
<script src="scripts/sunlight.js"></script>
|
|
<script src="scripts/sunlight.javascript.js"></script>
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<script src="scripts/sunlight-plugin.doclinks.js"></script>
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<script src="scripts/sunlight-plugin.linenumbers.js"></script>
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<script src="scripts/sunlight-plugin.menu.js"></script>
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<script src="scripts/jquery.min.js"></script>
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<script src="scripts/jquery.scrollTo.js"></script>
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<script src="scripts/jquery.localScroll.js"></script>
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<script src="scripts/bootstrap-dropdown.js"></script>
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<script src="scripts/toc.js"></script>
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<script> Sunlight.highlightAll({lineNumbers:true, showMenu: true, enableDoclinks :true}); </script>
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<script>
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$( function () {
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$( "#toc" ).toc( {
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},
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selectors : "h1,h2,h3,h4",
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scrollTo : 60
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} );
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$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
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$( "#main span[id^='toc']" ).addClass( "toc-shim" );
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} );
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</body>
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