phaser/Docs/out/Loader.js.html

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<h1 class="page-title">Source: loader/Loader.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Phaser loader constructor.
* The Loader handles loading all external content such as Images, Sounds, Texture Atlases and data files.
* It uses a combination of Image() loading and xhr and provides progress and completion callbacks.
* @class Phaser.Loader
* @classdesc The Loader handles loading all external content such as Images, Sounds, Texture Atlases and data files.
* It uses a combination of Image() loading and xhr and provides progress and completion callbacks.
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
*/
Phaser.Loader = function (game) {
/**
* @property {Phaser.Game} game - Local reference to game.
*/
this.game = game;
/**
* @property {array} _keys - Array stores assets keys. So you can get that asset by its unique key.
* @private
*/
this._keys = [];
/**
* @property {Description} _fileList - Contains all the assets file infos.
* @private
*/
this._fileList = {};
/**
* @property {number} _progressChunk - Indicates assets loading progress. (from 0 to 100)
* @private
* @default
*/
this._progressChunk = 0;
/**
* @property {XMLHttpRequest} - An XMLHttpRequest object used for loading text and audio data.
* @private
*/
this._xhr = new XMLHttpRequest();
/**
* @property {number} - Length of assets queue.
* @default
*/
this.queueSize = 0;
/**
* @property {boolean} isLoading - True if the Loader is in the process of loading the queue.
* @default
*/
this.isLoading = false;
/**
* @property {boolean} hasLoaded - True if all assets in the queue have finished loading.
* @default
*/
this.hasLoaded = false;
/**
* @property {number} progress - The Load progress percentage value (from 0 to 100)
* @default
*/
this.progress = 0;
/**
* You can optionally link a sprite to the preloader.
* If you do so the Sprite's width or height will be cropped based on the percentage loaded.
* @property {Description} preloadSprite
* @default
*/
this.preloadSprite = null;
/**
* @property {string} crossOrigin - The crossOrigin value applied to loaded images
*/
this.crossOrigin = '';
/**
* If you want to append a URL before the path of any asset you can set this here.
* Useful if you need to allow an asset url to be configured outside of the game code.
* MUST have / on the end of it!
* @property {string} baseURL
* @default
*/
this.baseURL = '';
/**
* @property {Phaser.Signal} onFileComplete - Event signal.
*/
this.onFileComplete = new Phaser.Signal;
/**
* @property {Phaser.Signal} onFileError - Event signal.
*/
this.onFileError = new Phaser.Signal;
/**
* @property {Phaser.Signal} onLoadStart - Event signal.
*/
this.onLoadStart = new Phaser.Signal;
/**
* @property {Phaser.Signal} onLoadComplete - Event signal.
*/
this.onLoadComplete = new Phaser.Signal;
};
/**
* @constant
* @type {number}
*/
Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY = 0;
/**
* @constant
* @type {number}
*/
Phaser.Loader.TEXTURE_ATLAS_JSON_HASH = 1;
/**
* @constant
* @type {number}
*/
Phaser.Loader.TEXTURE_ATLAS_XML_STARLING = 2;
Phaser.Loader.prototype = {
/**
* You can set a Sprite to be a "preload" sprite by passing it to this method.
* A "preload" sprite will have its width or height crop adjusted based on the percentage of the loader in real-time.
* This allows you to easily make loading bars for games.
*
* @method Phaser.Loader#setPreloadSprite
* @param {Phaser.Sprite} sprite - The sprite that will be cropped during the load.
* @param {number} [direction=0] - A value of zero means the sprite width will be cropped, a value of 1 means its height will be cropped.
*/
setPreloadSprite: function (sprite, direction) {
direction = direction || 0;
this.preloadSprite = { sprite: sprite, direction: direction, width: sprite.width, height: sprite.height, crop: null };
if (direction == 0)
{
// Horizontal crop
this.preloadSprite.crop = new Phaser.Rectangle(0, 0, 1, sprite.height);
}
else
{
// Vertical crop
this.preloadSprite.crop = new Phaser.Rectangle(0, 0, sprite.width, 1);
}
sprite.crop = this.preloadSprite.crop;
},
/**
* Check whether asset exists with a specific key.
*
* @method Phaser.Loader#checkKeyExists
* @param {string} key - Key of the asset you want to check.
* @return {boolean} Return true if exists, otherwise return false.
*/
checkKeyExists: function (key) {
if (this._fileList[key])
{
return true;
}
else
{
return false;
}
},
/**
* Reset loader, this will remove all loaded assets.
*
* @method Phaser.Loader#reset
*/
reset: function () {
this.preloadSprite = null;
this.queueSize = 0;
this.isLoading = false;
},
/**
* Internal function that adds a new entry to the file list. Do not call directly.
*
* @method Phaser.Loader#addToFileList
* @param {Description} type - Description.
* @param {string} key - Description.
* @param {string} url - URL of Description.
* @param {Description} properties - Description.
* @protected
*/
addToFileList: function (type, key, url, properties) {
var entry = {
type: type,
key: key,
url: url,
data: null,
error: false,
loaded: false
};
if (typeof properties !== "undefined")
{
for (var prop in properties)
{
entry[prop] = properties[prop];
}
}
this._fileList[key] = entry;
this._keys.push(key);
this.queueSize++;
},
/**
* Add an image to the Loader.
*
* @method Phaser.Loader#image
* @param {string} key - Unique asset key of this image file.
* @param {string} url - URL of image file.
* @param {boolean} overwrite - If an entry with a matching key already exists this will over-write it
*/
image: function (key, url, overwrite) {
if (typeof overwrite === "undefined") { overwrite = false; }
if (overwrite || this.checkKeyExists(key) == false)
{
this.addToFileList('image', key, url);
}
},
/**
* Add a text file to the Loader.
*
* @method Phaser.Loader#text
* @param {string} key - Unique asset key of the text file.
* @param {string} url - URL of the text file.
* @param {boolean} overwrite - True if Description.
*/
text: function (key, url, overwrite) {
if (typeof overwrite === "undefined") { overwrite = false; }
if (overwrite || this.checkKeyExists(key) == false)
{
this.addToFileList('text', key, url);
}
},
/**
* Add a new sprite sheet to the loader.
*
* @method Phaser.Loader#spritesheet
* @param {string} key - Unique asset key of the sheet file.
* @param {string} url - URL of the sheet file.
* @param {number} frameWidth - Width of each single frame.
* @param {number} frameHeight - Height of each single frame.
* @param {number} frameMax - How many frames in this sprite sheet.
*/
spritesheet: function (key, url, frameWidth, frameHeight, frameMax) {
if (typeof frameMax === "undefined") { frameMax = -1; }
if (this.checkKeyExists(key) === false)
{
this.addToFileList('spritesheet', key, url, { frameWidth: frameWidth, frameHeight: frameHeight, frameMax: frameMax });
}
},
/**
* Add a new audio file to the loader.
*
* @method Phaser.Loader#audio
* @param {string} key - Unique asset key of the audio file.
* @param {Array} urls - An array containing the URLs of the audio files, i.e.: [ 'jump.mp3', 'jump.ogg', 'jump.m4a' ].
* @param {boolean} autoDecode - When using Web Audio the audio files can either be decoded at load time or run-time. They can't be played until they are decoded, but this let's you control when that happens. Decoding is a non-blocking async process.
*/
audio: function (key, urls, autoDecode) {
if (typeof autoDecode === "undefined") { autoDecode = true; }
if (this.checkKeyExists(key) === false)
{
this.addToFileList('audio', key, urls, { buffer: null, autoDecode: autoDecode });
}
},
/**
* Add a new tilemap loading request.
*
* @method Phaser.Loader#tilemap
* @param {string} key - Unique asset key of the tilemap data.
* @param {string} tilesetURL - The url of the tile set image file.
* @param {string} [mapDataURL] - The url of the map data file (csv/json)
* @param {object} [mapData] - An optional JSON data object (can be given in place of a URL).
* @param {string} [format] - The format of the map data.
*/
tilemap: function (key, tilesetURL, mapDataURL, mapData, format) {
if (typeof mapDataURL === "undefined") { mapDataURL = null; }
if (typeof mapData === "undefined") { mapData = null; }
if (typeof format === "undefined") { format = Phaser.Tilemap.CSV; }
if (this.checkKeyExists(key) === false)
{
// A URL to a json/csv file has been given
if (mapDataURL)
{
this.addToFileList('tilemap', key, tilesetURL, { mapDataURL: mapDataURL, format: format });
}
else
{
switch (format)
{
// A csv string or object has been given
case Phaser.Tilemap.CSV:
break;
// An xml string or object has been given
case Phaser.Tilemap.JSON:
if (typeof mapData === 'string')
{
mapData = JSON.parse(mapData);
}
break;
}
this.addToFileList('tilemap', key, tilesetURL, { mapDataURL: null, mapData: mapData, format: format });
}
}
},
/**
* Add a new bitmap font loading request.
*
* @method Phaser.Loader#bitmapFont
* @param {string} key - Unique asset key of the bitmap font.
* @param {string} textureURL - The url of the font image file.
* @param {string} [xmlURL] - The url of the font data file (xml/fnt)
* @param {object} [xmlData] - An optional XML data object.
*/
bitmapFont: function (key, textureURL, xmlURL, xmlData) {
if (typeof xmlURL === "undefined") { xmlURL = null; }
if (typeof xmlData === "undefined") { xmlData = null; }
if (this.checkKeyExists(key) === false)
{
// A URL to a json/xml file has been given
if (xmlURL)
{
this.addToFileList('bitmapfont', key, textureURL, { xmlURL: xmlURL });
}
else
{
// An xml string or object has been given
if (typeof xmlData === 'string')
{
var xml;
try {
if (window['DOMParser'])
{
var domparser = new DOMParser();
xml = domparser.parseFromString(xmlData, "text/xml");
}
else
{
xml = new ActiveXObject("Microsoft.XMLDOM");
xml.async = 'false';
xml.loadXML(xmlData);
}
}
catch (e)
{
xml = undefined;
}
if (!xml || !xml.documentElement || xml.getElementsByTagName("parsererror").length)
{
throw new Error("Phaser.Loader. Invalid Bitmap Font XML given");
}
else
{
this.addToFileList('bitmapfont', key, textureURL, { xmlURL: null, xmlData: xml });
}
}
}
}
},
/**
* Add a new texture atlas to the loader. This atlas uses the JSON Array data format.
*
* @method Phaser.Loader#atlasJSONArray
* @param {string} key - Unique asset key of the bitmap font.
* @param {Description} atlasURL - The url of the Description.
* @param {Description} atlasData - Description.
*/
atlasJSONArray: function (key, textureURL, atlasURL, atlasData) {
this.atlas(key, textureURL, atlasURL, atlasData, Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY);
},
/**
* Add a new texture atlas to the loader. This atlas uses the JSON Hash data format.
*
* @method Phaser.Loader#atlasJSONHash
* @param {string} key - Unique asset key of the bitmap font.
* @param {Description} atlasURL - The url of the Description.
* @param {Description} atlasData - Description.
*/
atlasJSONHash: function (key, textureURL, atlasURL, atlasData) {
this.atlas(key, textureURL, atlasURL, atlasData, Phaser.Loader.TEXTURE_ATLAS_JSON_HASH);
},
/**
* Add a new texture atlas to the loader. This atlas uses the Starling XML data format.
*
* @method Phaser.Loader#atlasXML
* @param {string} key - Unique asset key of the bitmap font.
* @param {Description} atlasURL - The url of the Description.
* @param {Description} atlasData - Description.
*/
atlasXML: function (key, textureURL, atlasURL, atlasData) {
this.atlas(key, textureURL, atlasURL, atlasData, Phaser.Loader.TEXTURE_ATLAS_XML_STARLING);
},
/**
* Add a new texture atlas to the loader.
*
* @method Phaser.Loader#atlas
* @param {string} key - Unique asset key of the texture atlas file.
* @param {string} textureURL - The url of the texture atlas image file.
* @param {string} [atlasURL] - The url of the texture atlas data file (json/xml). You don't need this if you are passing an atlasData object instead.
* @param {object} [atlasData] - A JSON or XML data object. You don't need this if the data is being loaded from a URL.
* @param {number} [format] - A value describing the format of the data, the default is Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY.
*/
atlas: function (key, textureURL, atlasURL, atlasData, format) {
if (typeof atlasURL === "undefined") { atlasURL = null; }
if (typeof atlasData === "undefined") { atlasData = null; }
if (typeof format === "undefined") { format = Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY; }
if (this.checkKeyExists(key) === false)
{
// A URL to a json/xml file has been given
if (atlasURL)
{
this.addToFileList('textureatlas', key, textureURL, { atlasURL: atlasURL, format: format });
}
else
{
switch (format)
{
// A json string or object has been given
case Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY:
if (typeof atlasData === 'string')
{
atlasData = JSON.parse(atlasData);
}
break;
// An xml string or object has been given
case Phaser.Loader.TEXTURE_ATLAS_XML_STARLING:
if (typeof atlasData === 'string')
{
var xml;
try {
if (window['DOMParser'])
{
var domparser = new DOMParser();
xml = domparser.parseFromString(atlasData, "text/xml");
}
else
{
xml = new ActiveXObject("Microsoft.XMLDOM");
xml.async = 'false';
xml.loadXML(atlasData);
}
}
catch (e)
{
xml = undefined;
}
if (!xml || !xml.documentElement || xml.getElementsByTagName("parsererror").length)
{
throw new Error("Phaser.Loader. Invalid Texture Atlas XML given");
}
else
{
atlasData = xml;
}
}
break;
}
this.addToFileList('textureatlas', key, textureURL, { atlasURL: null, atlasData: atlasData, format: format });
}
}
},
/**
* Remove loading request of a file.
*
* @method Phaser.Loader#removeFile
* @param key {string} Key of the file you want to remove.
*/
removeFile: function (key) {
delete this._fileList[key];
},
/**
* Remove all file loading requests.
*
* @method Phaser.Loader#removeAll
*/
removeAll: function () {
this._fileList = {};
},
/**
* Start loading the assets. Normally you don't need to call this yourself as the StateManager will do so.
*
* @method Phaser.Loader#start
*/
start: function () {
if (this.isLoading)
{
return;
}
this.progress = 0;
this.hasLoaded = false;
this.isLoading = true;
this.onLoadStart.dispatch(this.queueSize);
if (this._keys.length > 0)
{
this._progressChunk = 100 / this._keys.length;
this.loadFile();
}
else
{
this.progress = 100;
this.hasLoaded = true;
this.onLoadComplete.dispatch();
}
},
/**
* Load files. Private method ONLY used by loader.
*
* @method Phaser.Loader#loadFile
* @private
*/
loadFile: function () {
var file = this._fileList[this._keys.shift()];
var _this = this;
// Image or Data?
switch (file.type)
{
case 'image':
case 'spritesheet':
case 'textureatlas':
case 'bitmapfont':
case 'tilemap':
file.data = new Image();
file.data.name = file.key;
file.data.onload = function () {
return _this.fileComplete(file.key);
};
file.data.onerror = function () {
return _this.fileError(file.key);
};
file.data.crossOrigin = this.crossOrigin;
file.data.src = this.baseURL + file.url;
break;
case 'audio':
file.url = this.getAudioURL(file.url);
if (file.url !== null)
{
// WebAudio or Audio Tag?
if (this.game.sound.usingWebAudio)
{
this._xhr.open("GET", this.baseURL + file.url, true);
this._xhr.responseType = "arraybuffer";
this._xhr.onload = function () {
return _this.fileComplete(file.key);
};
this._xhr.onerror = function () {
return _this.fileError(file.key);
};
this._xhr.send();
}
else if (this.game.sound.usingAudioTag)
{
if (this.game.sound.touchLocked)
{
// If audio is locked we can't do this yet, so need to queue this load request. Bum.
file.data = new Audio();
file.data.name = file.key;
file.data.preload = 'auto';
file.data.src = this.baseURL + file.url;
this.fileComplete(file.key);
}
else
{
file.data = new Audio();
file.data.name = file.key;
file.data.onerror = function () {
return _this.fileError(file.key);
};
file.data.preload = 'auto';
file.data.src = this.baseURL + file.url;
file.data.addEventListener('canplaythrough', Phaser.GAMES[this.game.id].load.fileComplete(file.key), false);
file.data.load();
}
}
}
else
{
this.fileError(file.key);
}
break;
case 'text':
this._xhr.open("GET", this.baseURL + file.url, true);
this._xhr.responseType = "text";
this._xhr.onload = function () {
return _this.fileComplete(file.key);
};
this._xhr.onerror = function () {
return _this.fileError(file.key);
};
this._xhr.send();
break;
}
},
/**
* Private method ONLY used by loader.
* @method Phaser.Loader#getAudioURL
* @param {Description} urls - Description.
* @private
*/
getAudioURL: function (urls) {
var extension;
for (var i = 0; i &lt; urls.length; i++)
{
extension = urls[i].toLowerCase();
extension = extension.substr((Math.max(0, extension.lastIndexOf(".")) || Infinity) + 1);
if (this.game.device.canPlayAudio(extension))
{
return urls[i];
}
}
return null;
},
/**
* Error occured when load a file.
*
* @method Phaser.Loader#fileError
* @param {string} key - Key of the error loading file.
*/
fileError: function (key) {
this._fileList[key].loaded = true;
this._fileList[key].error = true;
this.onFileError.dispatch(key);
console.warn("Phaser.Loader error loading file: " + key);
this.nextFile(key, false);
},
/**
* Called when a file is successfully loaded.
*
* @method Phaser.Loader#fileComplete
* @param {string} key - Key of the successfully loaded file.
*/
fileComplete: function (key) {
if (!this._fileList[key])
{
console.warn('Phaser.Loader fileComplete invalid key ' + key);
return;
}
this._fileList[key].loaded = true;
var file = this._fileList[key];
var loadNext = true;
var _this = this;
switch (file.type)
{
case 'image':
this.game.cache.addImage(file.key, file.url, file.data);
break;
case 'spritesheet':
this.game.cache.addSpriteSheet(file.key, file.url, file.data, file.frameWidth, file.frameHeight, file.frameMax);
break;
case 'tilemap':
if (file.mapDataURL == null)
{
this.game.cache.addTilemap(file.key, file.url, file.data, file.mapData, file.format);
}
else
{
// Load the JSON or CSV before carrying on with the next file
loadNext = false;
this._xhr.open("GET", this.baseURL + file.mapDataURL, true);
this._xhr.responseType = "text";
if (file.format == Phaser.Tilemap.JSON)
{
this._xhr.onload = function () {
return _this.jsonLoadComplete(file.key);
};
}
else if (file.format == Phaser.Tilemap.CSV)
{
this._xhr.onload = function () {
return _this.csvLoadComplete(file.key);
};
}
this._xhr.onerror = function () {
return _this.dataLoadError(file.key);
};
this._xhr.send();
}
break;
case 'textureatlas':
if (file.atlasURL == null)
{
this.game.cache.addTextureAtlas(file.key, file.url, file.data, file.atlasData, file.format);
}
else
{
// Load the JSON or XML before carrying on with the next file
loadNext = false;
this._xhr.open("GET", this.baseURL + file.atlasURL, true);
this._xhr.responseType = "text";
if (file.format == Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY || file.format == Phaser.Loader.TEXTURE_ATLAS_JSON_HASH)
{
this._xhr.onload = function () {
return _this.jsonLoadComplete(file.key);
};
}
else if (file.format == Phaser.Loader.TEXTURE_ATLAS_XML_STARLING)
{
this._xhr.onload = function () {
return _this.xmlLoadComplete(file.key);
};
}
this._xhr.onerror = function () {
return _this.dataLoadError(file.key);
};
this._xhr.send();
}
break;
case 'bitmapfont':
if (file.xmlURL == null)
{
this.game.cache.addBitmapFont(file.key, file.url, file.data, file.xmlData);
}
else
{
// Load the XML before carrying on with the next file
loadNext = false;
this._xhr.open("GET", this.baseURL + file.xmlURL, true);
this._xhr.responseType = "text";
this._xhr.onload = function () {
return _this.xmlLoadComplete(file.key);
};
this._xhr.onerror = function () {
return _this.dataLoadError(file.key);
};
this._xhr.send();
}
break;
case 'audio':
if (this.game.sound.usingWebAudio)
{
file.data = this._xhr.response;
this.game.cache.addSound(file.key, file.url, file.data, true, false);
if (file.autoDecode)
{
this.game.cache.updateSound(key, 'isDecoding', true);
var that = this;
var key = file.key;
this.game.sound.context.decodeAudioData(file.data, function (buffer) {
if (buffer)
{
that.game.cache.decodedSound(key, buffer);
}
});
}
}
else
{
file.data.removeEventListener('canplaythrough', Phaser.GAMES[this.game.id].load.fileComplete);
this.game.cache.addSound(file.key, file.url, file.data, false, true);
}
break;
case 'text':
file.data = this._xhr.response;
this.game.cache.addText(file.key, file.url, file.data);
break;
}
if (loadNext)
{
this.nextFile(key, true);
}
},
/**
* Successfully loaded a JSON file.
*
* @method Phaser.Loader#jsonLoadComplete
* @param {string} key - Key of the loaded JSON file.
*/
jsonLoadComplete: function (key) {
var data = JSON.parse(this._xhr.response);
var file = this._fileList[key];
if (file.type == 'tilemap')
{
this.game.cache.addTilemap(file.key, file.url, file.data, data, file.format);
}
else
{
this.game.cache.addTextureAtlas(file.key, file.url, file.data, data, file.format);
}
this.nextFile(key, true);
},
/**
* Successfully loaded a CSV file.
*
* @method Phaser.Loader#csvLoadComplete
* @param {string} key - Key of the loaded CSV file.
*/
csvLoadComplete: function (key) {
var data = this._xhr.response;
var file = this._fileList[key];
this.game.cache.addTilemap(file.key, file.url, file.data, data, file.format);
this.nextFile(key, true);
},
/**
* Error occured when load a JSON.
*
* @method Phaser.Loader#dataLoadError
* @param {string} key - Key of the error loading JSON file.
*/
dataLoadError: function (key) {
var file = this._fileList[key];
file.error = true;
console.warn("Phaser.Loader dataLoadError: " + key);
this.nextFile(key, true);
},
/**
* Successfully loaded an XML file.
*
* @method Phaser.Loader#xmlLoadComplete
* @param {string} key - Key of the loaded XML file.
*/
xmlLoadComplete: function (key) {
var data = this._xhr.response;
var xml;
try
{
if (window['DOMParser'])
{
var domparser = new DOMParser();
xml = domparser.parseFromString(data, "text/xml");
}
else
{
xml = new ActiveXObject("Microsoft.XMLDOM");
xml.async = 'false';
xml.loadXML(data);
}
}
catch (e)
{
xml = undefined;
}
if (!xml || !xml.documentElement || xml.getElementsByTagName("parsererror").length)
{
throw new Error("Phaser.Loader. Invalid XML given");
}
var file = this._fileList[key];
if (file.type == 'bitmapfont')
{
this.game.cache.addBitmapFont(file.key, file.url, file.data, xml);
}
else if (file.type == 'textureatlas')
{
this.game.cache.addTextureAtlas(file.key, file.url, file.data, xml, file.format);
}
this.nextFile(key, true);
},
/**
* Handle loading next file.
*
* @param previousKey {string} Key of previous loaded asset.
* @param success {boolean} Whether the previous asset loaded successfully or not.
* @private
*/
nextFile: function (previousKey, success) {
this.progress = Math.round(this.progress + this._progressChunk);
if (this.progress > 100)
{
this.progress = 100;
}
if (this.preloadSprite !== null)
{
if (this.preloadSprite.direction == 0)
{
this.preloadSprite.crop.width = Math.floor((this.preloadSprite.width / 100) * this.progress);
}
else
{
this.preloadSprite.crop.height = Math.floor((this.preloadSprite.height / 100) * this.progress);
}
this.preloadSprite.sprite.crop = this.preloadSprite.crop;
}
this.onFileComplete.dispatch(this.progress, previousKey, success, this.queueSize - this._keys.length, this.queueSize);
if (this._keys.length > 0)
{
this.loadFile();
}
else
{
this.hasLoaded = true;
this.isLoading = false;
this.removeAll();
this.onLoadComplete.dispatch();
}
}
};</pre>
</article>
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Phaser Copyright © 2012-2013 Photon Storm Ltd.
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
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