phaser/docs/Cache.js.html
2014-10-22 21:49:44 +01:00

2181 lines
58 KiB
HTML

<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>Phaser Source: loader/Cache.js</title>
<!--[if lt IE 9]>
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
<![endif]-->
<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">
<link type="text/css" rel="stylesheet" href="styles/site.cerulean.css">
</head>
<body>
<div class="container-fluid">
<div class="navbar navbar-fixed-top navbar-inverse">
<div class="navbar-inner">
<a class="brand" href="index.html">Phaser</a>
<ul class="nav">
<li class="dropdown">
<a href="namespaces.list.html" class="dropdown-toggle" data-toggle="dropdown">Namespaces<b
class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-0">
<a href="Phaser.html">Phaser</a>
</li>
</ul>
</li>
<li class="dropdown">
<a href="classes.list.html" class="dropdown-toggle" data-toggle="dropdown">Classes<b
class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-1">
<a href="Phaser.Animation.html">Animation</a>
</li>
<li class="class-depth-1">
<a href="Phaser.AnimationManager.html">AnimationManager</a>
</li>
<li class="class-depth-1">
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li class="class-depth-1">
<a href="Phaser.ArrayList.html">ArrayList</a>
</li>
<li class="class-depth-1">
<a href="Phaser.AudioSprite.html">AudioSprite</a>
</li>
<li class="class-depth-1">
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li class="class-depth-1">
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Button.html">Button</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Cache.html">Cache</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Camera.html">Camera</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Canvas.html">Canvas</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Circle.html">Circle</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Color.html">Color</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Device.html">Device</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Easing.html">Easing</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Back.html">Back</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Bounce.html">Bounce</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Circular.html">Circular</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Cubic.html">Cubic</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Elastic.html">Elastic</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Exponential.html">Exponential</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Linear.html">Linear</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Quadratic.html">Quadratic</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Quartic.html">Quartic</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Quintic.html">Quintic</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Events.html">Events</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Filter.html">Filter</a>
</li>
<li class="class-depth-1">
<a href="Phaser.FlexGrid.html">FlexGrid</a>
</li>
<li class="class-depth-1">
<a href="Phaser.FlexLayer.html">FlexLayer</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Frame.html">Frame</a>
</li>
<li class="class-depth-1">
<a href="Phaser.FrameData.html">FrameData</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Game.html">Game</a>
</li>
<li class="class-depth-1">
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li class="class-depth-1">
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Gamepad.html">Gamepad</a>
</li>
<li class="class-depth-1">
<a href="Phaser.GamepadButton.html">GamepadButton</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Graphics.html">Graphics</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Group.html">Group</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Image.html">Image</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Input.html">Input</a>
</li>
<li class="class-depth-1">
<a href="Phaser.InputHandler.html">InputHandler</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Key.html">Key</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Keyboard.html">Keyboard</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Line.html">Line</a>
</li>
<li class="class-depth-1">
<a href="Phaser.LinkedList.html">LinkedList</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Loader.html">Loader</a>
</li>
<li class="class-depth-1">
<a href="Phaser.LoaderParser.html">LoaderParser</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Math.html">Math</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Mouse.html">Mouse</a>
</li>
<li class="class-depth-1">
<a href="Phaser.MSPointer.html">MSPointer</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Net.html">Net</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Particle.html">Particle</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Particles.html">Particles</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Particles.Arcade.html">Arcade</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Physics.html">Physics</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Physics.Ninja.html">Ninja</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.Ninja.AABB.html">AABB</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.Ninja.Body.html">Body</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.Ninja.Circle.html">Circle</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.Ninja.Tile.html">Tile</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Physics.P2.html">P2</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.Body.html">Body</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.BodyDebug.html">BodyDebug</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.DistanceConstraint.html">DistanceConstraint</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.FixtureList.html">FixtureList</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.GearConstraint.html">GearConstraint</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.InversePointProxy.html">InversePointProxy</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.LockConstraint.html">LockConstraint</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.Material.html">Material</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.PointProxy.html">PointProxy</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.RevoluteConstraint.html">RevoluteConstraint</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.RotationalSpring.html">RotationalSpring</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.Spring.html">Spring</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Plugin.html">Plugin</a>
</li>
<li class="class-depth-1">
<a href="Phaser.PluginManager.html">PluginManager</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Point.html">Point</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Pointer.html">Pointer</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li class="class-depth-1">
<a href="Phaser.QuadTree.html">QuadTree</a>
</li>
<li class="class-depth-1">
<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Rectangle.html">Rectangle</a>
</li>
<li class="class-depth-1">
<a href="Phaser.RenderTexture.html">RenderTexture</a>
</li>
<li class="class-depth-1">
<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
</li>
<li class="class-depth-1">
<a href="Phaser.RetroFont.html">RetroFont</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Rope.html">Rope</a>
</li>
<li class="class-depth-1">
<a href="Phaser.ScaleManager.html">ScaleManager</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Signal.html">Signal</a>
</li>
<li class="class-depth-1">
<a href="Phaser.SignalBinding.html">SignalBinding</a>
</li>
<li class="class-depth-1">
<a href="Phaser.SinglePad.html">SinglePad</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Sound.html">Sound</a>
</li>
<li class="class-depth-1">
<a href="Phaser.SoundManager.html">SoundManager</a>
</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>
</li>
<li class="class-depth-1">
<a href="Phaser.Stage.html">Stage</a>
</li>
<li class="class-depth-1">
<a href="Phaser.State.html">State</a>
</li>
<li class="class-depth-1">
<a href="Phaser.StateManager.html">StateManager</a>
</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.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.World.html">World</a>
</li>
</ul>
</li>
</ul>
</div>
</div>
<div class="row-fluid">
<div class="span12">
<div id="main">
<h1 class="page-title">Source: loader/Cache.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* A game only has one instance of a Cache and it is used to store all externally loaded assets such as images, sounds
* and data files as a result of Loader calls. Cached items use string based keys for look-up.
*
* @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;
/**
* @property {object} _canvases - Canvas key-value container.
* @private
*/
this._canvases = {};
/**
* @property {object} _images - Image key-value container.
* @private
*/
this._images = {};
/**
* @property {object} _textures - RenderTexture key-value container.
* @private
*/
this._textures = {};
/**
* @property {object} _sounds - Sound key-value container.
* @private
*/
this._sounds = {};
/**
* @property {object} _text - Text key-value container.
* @private
*/
this._text = {};
/**
* @property {object} _json - JSOIN key-value container.
* @private
*/
this._json = {};
/**
* @property {object} _xml - XML key-value container.
* @private
*/
this._xml = {};
/**
* @property {object} _physics - Physics data key-value container.
* @private
*/
this._physics = {};
/**
* @property {object} _tilemaps - Tilemap key-value container.
* @private
*/
this._tilemaps = {};
/**
* @property {object} _binary - Binary file key-value container.
* @private
*/
this._binary = {};
/**
* @property {object} _bitmapDatas - BitmapData key-value container.
* @private
*/
this._bitmapDatas = {};
/**
* @property {object} _bitmapFont - BitmapFont key-value container.
* @private
*/
this._bitmapFont = {};
/**
* @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;
this.addDefaultImage();
this.addMissingImage();
/**
* @property {Phaser.Signal} onSoundUnlock - This event is dispatched when the sound system is unlocked via a touch event on cellular devices.
*/
this.onSoundUnlock = new Phaser.Signal();
/**
* @property {array} _cacheMap - Const to cache object look-up array.
*/
this._cacheMap = [];
this._cacheMap[Phaser.Cache.CANVAS] = this._canvases;
this._cacheMap[Phaser.Cache.IMAGE] = this._images;
this._cacheMap[Phaser.Cache.TEXTURE] = this._textures;
this._cacheMap[Phaser.Cache.SOUND] = this._sounds;
this._cacheMap[Phaser.Cache.TEXT] = this._text;
this._cacheMap[Phaser.Cache.PHYSICS] = this._physics;
this._cacheMap[Phaser.Cache.TILEMAP] = this._tilemaps;
this._cacheMap[Phaser.Cache.BINARY] = this._binary;
this._cacheMap[Phaser.Cache.BITMAPDATA] = this._bitmapDatas;
this._cacheMap[Phaser.Cache.BITMAPFONT] = this._bitmapFont;
this._cacheMap[Phaser.Cache.JSON] = this._json;
this._cacheMap[Phaser.Cache.XML] = this._xml;
};
/**
* @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;
Phaser.Cache.prototype = {
/**
* Add a new canvas object in to the cache.
*
* @method Phaser.Cache#addCanvas
* @param {string} key - Asset key for this canvas.
* @param {HTMLCanvasElement} canvas - Canvas DOM element.
* @param {CanvasRenderingContext2D} context - Render context of this canvas.
*/
addCanvas: function (key, canvas, context) {
this._canvases[key] = { canvas: canvas, context: context };
},
/**
* Add a binary object in to the cache.
*
* @method Phaser.Cache#addBinary
* @param {string} key - Asset key for this binary data.
* @param {object} binaryData - The binary object to be addded to the cache.
*/
addBinary: function (key, binaryData) {
this._binary[key] = binaryData;
},
/**
* Add a BitmapData object in to the cache.
*
* @method Phaser.Cache#addBitmapData
* @param {string} key - Asset key for this BitmapData.
* @param {Phaser.BitmapData} bitmapData - The BitmapData object to be addded to the cache.
* @param {Phaser.FrameData} [frameData] - Optional FrameData set associated with the given BitmapData.
* @return {Phaser.BitmapData} The BitmapData object to be addded to the cache.
*/
addBitmapData: function (key, bitmapData, frameData) {
bitmapData.key = key;
this._bitmapDatas[key] = { data: bitmapData, frameData: frameData };
return bitmapData;
},
/**
* Add a new Phaser.RenderTexture in to the cache.
*
* @method Phaser.Cache#addRenderTexture
* @param {string} key - The unique key by which you will reference this object.
* @param {Phaser.RenderTexture} texture - The texture to use as the base of the RenderTexture.
*/
addRenderTexture: function (key, texture) {
var frame = new Phaser.Frame(0, 0, 0, texture.width, texture.height, '', '');
this._textures[key] = { texture: texture, frame: frame };
},
/**
* Add a new sprite sheet in to the cache.
*
* @method Phaser.Cache#addSpriteSheet
* @param {string} key - The unique key by which you will reference this object.
* @param {string} url - URL of this sprite sheet file.
* @param {object} data - Extra sprite sheet data.
* @param {number} frameWidth - Width of the sprite sheet.
* @param {number} frameHeight - Height of the sprite sheet.
* @param {number} [frameMax=-1] - How many frames stored in the sprite sheet. If -1 then it divides the whole sheet evenly.
* @param {number} [margin=0] - If the frames have been drawn with a margin, specify the amount here.
* @param {number} [spacing=0] - If the frames have been drawn with spacing between them, specify the amount here.
*/
addSpriteSheet: function (key, url, data, frameWidth, frameHeight, frameMax, margin, spacing) {
this._images[key] = { url: url, data: data, frameWidth: frameWidth, frameHeight: frameHeight, margin: margin, spacing: spacing };
PIXI.BaseTextureCache[key] = new PIXI.BaseTexture(data);
PIXI.TextureCache[key] = new PIXI.Texture(PIXI.BaseTextureCache[key]);
this._images[key].frameData = Phaser.AnimationParser.spriteSheet(this.game, key, frameWidth, frameHeight, frameMax, margin, spacing);
this._urlMap[this._resolveUrl(url)] = this._images[key];
},
/**
* Add a new tilemap to the Cache.
*
* @method Phaser.Cache#addTilemap
* @param {string} key - The unique key by which you will reference this object.
* @param {string} url - URL of the tilemap image.
* @param {object} mapData - The tilemap data object (either a CSV or JSON file).
* @param {number} format - The format of the tilemap data.
*/
addTilemap: function (key, url, mapData, format) {
this._tilemaps[key] = { url: url, data: mapData, format: format };
this._urlMap[this._resolveUrl(url)] = this._tilemaps[key];
},
/**
* Add a new texture atlas to the Cache.
*
* @method Phaser.Cache#addTextureAtlas
* @param {string} key - The unique key by which you will reference this object.
* @param {string} url - URL of this texture atlas file.
* @param {object} data - Extra texture atlas data.
* @param {object} atlasData - Texture atlas frames data.
* @param {number} format - The format of the texture atlas.
*/
addTextureAtlas: function (key, url, data, atlasData, format) {
this._images[key] = { url: url, data: data };
PIXI.BaseTextureCache[key] = new PIXI.BaseTexture(data);
PIXI.TextureCache[key] = new PIXI.Texture(PIXI.BaseTextureCache[key]);
if (format == Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY)
{
this._images[key].frameData = Phaser.AnimationParser.JSONData(this.game, atlasData, key);
}
else if (format == Phaser.Loader.TEXTURE_ATLAS_JSON_HASH)
{
this._images[key].frameData = Phaser.AnimationParser.JSONDataHash(this.game, atlasData, key);
}
else if (format == Phaser.Loader.TEXTURE_ATLAS_XML_STARLING)
{
this._images[key].frameData = Phaser.AnimationParser.XMLData(this.game, atlasData, key);
}
this._urlMap[this._resolveUrl(url)] = this._images[key];
},
/**
* Add a new Bitmap Font to the Cache.
*
* @method Phaser.Cache#addBitmapFont
* @param {string} key - The unique key by which you will reference this object.
* @param {string} url - URL of this font xml file.
* @param {object} data - Extra font data.
* @param {object} xmlData - Texture atlas frames data.
* @param {number} [xSpacing=0] - If you'd like to add additional horizontal spacing between the characters then set the pixel value here.
* @param {number} [ySpacing=0] - If you'd like to add additional vertical spacing between the lines then set the pixel value here.
*/
addBitmapFont: function (key, url, data, xmlData, xSpacing, ySpacing) {
this._images[key] = { url: url, data: data };
PIXI.BaseTextureCache[key] = new PIXI.BaseTexture(data);
PIXI.TextureCache[key] = new PIXI.Texture(PIXI.BaseTextureCache[key]);
Phaser.LoaderParser.bitmapFont(this.game, xmlData, key, xSpacing, ySpacing);
this._bitmapFont[key] = PIXI.BitmapText.fonts[key];
this._urlMap[this._resolveUrl(url)] = this._bitmapFont[key];
},
/**
* Add a new physics data object to the Cache.
*
* @method Phaser.Cache#addTilemap
* @param {string} key - The unique key by which you will reference this object.
* @param {string} url - URL of the physics json data.
* @param {object} JSONData - The physics data object (a JSON file).
* @param {number} format - The format of the physics data.
*/
addPhysicsData: function (key, url, JSONData, format) {
this._physics[key] = { url: url, data: JSONData, format: format };
this._urlMap[this._resolveUrl(url)] = this._physics[key];
},
/**
* Adds a default image to be used in special cases such as WebGL Filters. Is mapped to the key __default.
*
* @method Phaser.Cache#addDefaultImage
* @protected
*/
addDefaultImage: function () {
var img = new Image();
img.src = "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgAQMAAABJtOi3AAAAA1BMVEX///+nxBvIAAAAAXRSTlMAQObYZgAAABVJREFUeF7NwIEAAAAAgKD9qdeocAMAoAABm3DkcAAAAABJRU5ErkJggg==";
this._images['__default'] = { url: null, data: img };
this._images['__default'].frame = new Phaser.Frame(0, 0, 0, 32, 32, '', '');
this._images['__default'].frameData = new Phaser.FrameData();
this._images['__default'].frameData.addFrame(new Phaser.Frame(0, 0, 0, 32, 32, null, this.game.rnd.uuid()));
PIXI.BaseTextureCache['__default'] = new PIXI.BaseTexture(img);
PIXI.TextureCache['__default'] = new PIXI.Texture(PIXI.BaseTextureCache['__default']);
},
/**
* Adds an image to be used when a key is wrong / missing. Is mapped to the key __missing.
*
* @method Phaser.Cache#addMissingImage
* @protected
*/
addMissingImage: function () {
var img = new Image();
img.src = "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAIAAAD8GO2jAAAAGXRFWHRTb2Z0d2FyZQBBZG9iZSBJbWFnZVJlYWR5ccllPAAAAJ9JREFUeNq01ssOwyAMRFG46v//Mt1ESmgh+DFmE2GPOBARKb2NVjo+17PXLD8a1+pl5+A+wSgFygymWYHBb0FtsKhJDdZlncG2IzJ4ayoMDv20wTmSMzClEgbWYNTAkQ0Z+OJ+A/eWnAaR9+oxCF4Os0H8htsMUp+pwcgBBiMNnAwF8GqIgL2hAzaGFFgZauDPKABmowZ4GL369/0rwACp2yA/ttmvsQAAAABJRU5ErkJggg==";
this._images['__missing'] = { url: null, data: img };
this._images['__missing'].frame = new Phaser.Frame(0, 0, 0, 32, 32, '', '');
this._images['__missing'].frameData = new Phaser.FrameData();
this._images['__missing'].frameData.addFrame(new Phaser.Frame(0, 0, 0, 32, 32, null, this.game.rnd.uuid()));
PIXI.BaseTextureCache['__missing'] = new PIXI.BaseTexture(img);
PIXI.TextureCache['__missing'] = new PIXI.Texture(PIXI.BaseTextureCache['__missing']);
},
/**
* Add a new text data.
*
* @method Phaser.Cache#addText
* @param {string} key - Asset key for the text data.
* @param {string} url - URL of this text data file.
* @param {object} data - Extra text data.
*/
addText: function (key, url, data) {
this._text[key] = { url: url, data: data };
this._urlMap[this._resolveUrl(url)] = this._text[key];
},
/**
* Add a new json object into the cache.
*
* @method Phaser.Cache#addJSON
* @param {string} key - Asset key for the json data.
* @param {string} url - URL of this json data file.
* @param {object} data - Extra json data.
*/
addJSON: function (key, url, data) {
this._json[key] = { url: url, data: data };
this._urlMap[this._resolveUrl(url)] = this._json[key];
},
/**
* Add a new xml object into the cache.
*
* @method Phaser.Cache#addXML
* @param {string} key - Asset key for the xml file.
* @param {string} url - URL of this xml file.
* @param {object} data - Extra text data.
*/
addXML: function (key, url, data) {
this._xml[key] = { url: url, data: data };
},
/**
* Adds an Image file into the Cache. The file must have already been loaded, typically via Phaser.Loader.
*
* @method Phaser.Cache#addImage
* @param {string} key - The unique key by which you will reference this object.
* @param {string} url - URL of this image file.
* @param {object} data - Extra image data.
*/
addImage: function (key, url, data) {
this._images[key] = { url: url, data: data };
this._images[key].frame = new Phaser.Frame(0, 0, 0, data.width, data.height, key, this.game.rnd.uuid());
this._images[key].frameData = new Phaser.FrameData();
this._images[key].frameData.addFrame(new Phaser.Frame(0, 0, 0, data.width, data.height, url, this.game.rnd.uuid()));
PIXI.BaseTextureCache[key] = new PIXI.BaseTexture(data);
PIXI.TextureCache[key] = new PIXI.Texture(PIXI.BaseTextureCache[key]);
this._urlMap[this._resolveUrl(url)] = this._images[key];
},
/**
* 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 - Asset key for the sound.
* @param {string} url - URL of this sound file.
* @param {object} data - Extra sound data.
* @param {boolean} webAudio - True if the file is using web audio.
* @param {boolean} audioTag - True if the file is using legacy HTML audio.
*/
addSound: function (key, url, data, webAudio, audioTag) {
webAudio = webAudio || true;
audioTag = audioTag || false;
var decoded = false;
if (audioTag)
{
decoded = true;
}
this._sounds[key] = { url: url, data: data, isDecoding: false, decoded: decoded, webAudio: webAudio, audioTag: audioTag, locked: this.game.sound.touchLocked };
this._urlMap[this._resolveUrl(url)] = this._sounds[key];
},
/**
* Reload a Sound file from the server.
*
* @method Phaser.Cache#reloadSound
* @param {string} key - Asset key for the sound.
*/
reloadSound: function (key) {
var _this = this;
if (this._sounds[key])
{
this._sounds[key].data.src = this._sounds[key].url;
this._sounds[key].data.addEventListener('canplaythrough', function () {
return _this.reloadSoundComplete(key);
}, false);
this._sounds[key].data.load();
}
},
/**
* Fires the onSoundUnlock event when the sound has completed reloading.
*
* @method Phaser.Cache#reloadSoundComplete
* @param {string} key - Asset key for the sound.
*/
reloadSoundComplete: function (key) {
if (this._sounds[key])
{
this._sounds[key].locked = false;
this.onSoundUnlock.dispatch(key);
}
},
/**
* Updates the sound object in the cache.
*
* @method Phaser.Cache#updateSound
* @param {string} key - Asset key for the sound.
*/
updateSound: function (key, property, value) {
if (this._sounds[key])
{
this._sounds[key][property] = value;
}
},
/**
* Add a new decoded sound.
*
* @method Phaser.Cache#decodedSound
* @param {string} key - Asset key for the sound.
* @param {object} data - Extra sound data.
*/
decodedSound: function (key, data) {
this._sounds[key].data = data;
this._sounds[key].decoded = true;
this._sounds[key].isDecoding = false;
},
/**
* Get a canvas object from the cache by its key.
*
* @method Phaser.Cache#getCanvas
* @param {string} key - Asset key of the canvas to retrieve from the Cache.
* @return {object} The canvas object.
*/
getCanvas: function (key) {
if (this._canvases[key])
{
return this._canvases[key].canvas;
}
else
{
console.warn('Phaser.Cache.getCanvas: Invalid key: "' + key + '"');
}
},
/**
* Get a BitmapData object from the cache by its key.
*
* @method Phaser.Cache#getBitmapData
* @param {string} key - Asset key of the BitmapData object to retrieve from the Cache.
* @return {Phaser.BitmapData} The requested BitmapData object if found, or null if not.
*/
getBitmapData: function (key) {
if (this._bitmapDatas[key])
{
return this._bitmapDatas[key].data;
}
else
{
console.warn('Phaser.Cache.getBitmapData: Invalid key: "' + key + '"');
}
},
/**
* Get a BitmapFont object from the cache by its key.
*
* @method Phaser.Cache#getBitmapFont
* @param {string} key - Asset key of the BitmapFont object to retrieve from the Cache.
* @return {Phaser.BitmapFont} The requested BitmapFont object if found, or null if not.
*/
getBitmapFont: function (key) {
if (this._bitmapFont[key])
{
return this._bitmapFont[key];
}
else
{
console.warn('Phaser.Cache.getBitmapFont: Invalid key: "' + key + '"');
}
},
/**
* Get a physics data object from the cache by its key. You can get either the entire data set, a single object or a single fixture of an object from it.
*
* @method Phaser.Cache#getPhysicsData
* @param {string} key - Asset key of the physics data object to retrieve from the Cache.
* @param {string} [object=null] - If specified it will return just the physics object that is part of the given key, if null it will return them all.
* @param {string} fixtureKey - Fixture key of fixture inside an object. This key can be set per fixture with the Phaser Exporter.
* @return {object} The requested physics object data if found.
*/
getPhysicsData: function (key, object, fixtureKey) {
if (typeof object === 'undefined' || object === null)
{
// Get 'em all
if (this._physics[key])
{
return this._physics[key].data;
}
else
{
console.warn('Phaser.Cache.getPhysicsData: Invalid key: "' + key + '"');
}
}
else
{
if (this._physics[key] && this._physics[key].data[object])
{
var fixtures = this._physics[key].data[object];
//try to find a fixture by it's fixture key if given
if (fixtures && fixtureKey)
{
for (var fixture in fixtures)
{
// This contains the fixture data of a polygon or a circle
fixture = fixtures[fixture];
// Test the key
if (fixture.fixtureKey === fixtureKey)
{
return fixture;
}
}
// We did not find the requested fixture
console.warn('Phaser.Cache.getPhysicsData: Could not find given fixtureKey: "' + fixtureKey + ' in ' + key + '"');
}
else
{
return fixtures;
}
}
else
{
console.warn('Phaser.Cache.getPhysicsData: Invalid key/object: "' + key + ' / ' + object + '"');
}
}
return null;
},
/**
* Checks if a key for the given cache object type exists.
*
* @method Phaser.Cache#checkKey
* @param {number} type - The Cache type to check against. I.e. Phaser.Cache.CANVAS, Phaser.Cache.IMAGE, Phaser.Cache.JSON, etc.
* @param {string} key - Asset key of the image to check is in the Cache.
* @return {boolean} True if the key exists, otherwise false.
*/
checkKey: function (type, key) {
if (this._cacheMap[type][key])
{
return true;
}
return false;
},
/**
* Checks if the given key exists in the Canvas Cache.
*
* @method Phaser.Cache#checkCanvasKey
* @param {string} key - Asset key of the canvas to check is in the Cache.
* @return {boolean} True if the key exists, otherwise false.
*/
checkCanvasKey: function (key) {
return this.checkKey(Phaser.Cache.CANVAS, key);
},
/**
* Checks if the given key exists in the Image Cache. Note that this also includes Texture Atlases, Sprite Sheets and Retro Fonts.
*
* @method Phaser.Cache#checkImageKey
* @param {string} key - Asset key of the image to check is in the Cache.
* @return {boolean} True if the key exists, otherwise false.
*/
checkImageKey: function (key) {
return this.checkKey(Phaser.Cache.IMAGE, key);
},
/**
* Checks if the given key exists in the Texture Cache.
*
* @method Phaser.Cache#checkTextureKey
* @param {string} key - Asset key of the image to check is in the Cache.
* @return {boolean} True if the key exists, otherwise false.
*/
checkTextureKey: function (key) {
return this.checkKey(Phaser.Cache.TEXTURE, key);
},
/**
* Checks if the given key exists in the Sound Cache.
*
* @method Phaser.Cache#checkSoundKey
* @param {string} key - Asset key of the sound file to check is in the Cache.
* @return {boolean} True if the key exists, otherwise false.
*/
checkSoundKey: function (key) {
return this.checkKey(Phaser.Cache.SOUND, key);
},
/**
* Checks if the given key exists in the Text Cache.
*
* @method Phaser.Cache#checkTextKey
* @param {string} key - Asset key of the text file to check is in the Cache.
* @return {boolean} True if the key exists, otherwise false.
*/
checkTextKey: function (key) {
return this.checkKey(Phaser.Cache.TEXT, key);
},
/**
* Checks if the given key exists in the Physics Cache.
*
* @method Phaser.Cache#checkPhysicsKey
* @param {string} key - Asset key of the physics data file to check is in the Cache.
* @return {boolean} True if the key exists, otherwise false.
*/
checkPhysicsKey: function (key) {
return this.checkKey(Phaser.Cache.PHYSICS, key);
},
/**
* Checks if the given key exists in the Tilemap Cache.
*
* @method Phaser.Cache#checkTilemapKey
* @param {string} key - Asset key of the Tilemap to check is in the Cache.
* @return {boolean} True if the key exists, otherwise false.
*/
checkTilemapKey: function (key) {
return this.checkKey(Phaser.Cache.TILEMAP, key);
},
/**
* Checks if the given key exists in the Binary Cache.
*
* @method Phaser.Cache#checkBinaryKey
* @param {string} key - Asset key of the binary file to check is in the Cache.
* @return {boolean} True if the key exists, otherwise false.
*/
checkBinaryKey: function (key) {
return this.checkKey(Phaser.Cache.BINARY, key);
},
/**
* Checks if the given key exists in the BitmapData Cache.
*
* @method Phaser.Cache#checkBitmapDataKey
* @param {string} key - Asset key of the BitmapData to check is in the Cache.
* @return {boolean} True if the key exists, otherwise false.
*/
checkBitmapDataKey: function (key) {
return this.checkKey(Phaser.Cache.BITMAPDATA, key);
},
/**
* Checks if the given key exists in the BitmapFont Cache.
*
* @method Phaser.Cache#checkBitmapFontKey
* @param {string} key - Asset key of the BitmapFont to check is in the Cache.
* @return {boolean} True if the key exists, otherwise false.
*/
checkBitmapFontKey: function (key) {
return this.checkKey(Phaser.Cache.BITMAPFONT, key);
},
/**
* Checks if the given key exists in the JSON Cache.
*
* @method Phaser.Cache#checkJSONKey
* @param {string} key - Asset key of the JSON file to check is in the Cache.
* @return {boolean} True if the key exists, otherwise false.
*/
checkJSONKey: function (key) {
return this.checkKey(Phaser.Cache.JSON, key);
},
/**
* Checks if the given key exists in the XML Cache.
*
* @method Phaser.Cache#checkXMLKey
* @param {string} key - Asset key of the XML file to check is in the Cache.
* @return {boolean} True if the key exists, otherwise false.
*/
checkXMLKey: function (key) {
return this.checkKey(Phaser.Cache.XML, key);
},
/**
* Checks if the given URL has been loaded into the Cache.
*
* @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;
},
/**
* Get image data by key.
*
* @method Phaser.Cache#getImage
* @param {string} key - Asset key of the image to retrieve from the Cache.
* @return {object} The image data if found in the Cache, otherwise `null`.
*/
getImage: function (key) {
if (this._images[key])
{
return this._images[key].data;
}
else
{
console.warn('Phaser.Cache.getImage: Invalid key: "' + key + '"');
return null;
}
},
/**
* Get tilemap data by key.
*
* @method Phaser.Cache#getTilemapData
* @param {string} key - Asset key of the tilemap data to retrieve from the Cache.
* @return {Object} The raw tilemap data in CSV or JSON format.
*/
getTilemapData: function (key) {
if (this._tilemaps[key])
{
return this._tilemaps[key];
}
else
{
console.warn('Phaser.Cache.getTilemapData: Invalid key: "' + key + '"');
}
},
/**
* Get frame data by key.
*
* @method Phaser.Cache#getFrameData
* @param {string} key - Asset key of the frame data to retrieve from the Cache.
* @param {string} [map=Phaser.Cache.IMAGE] - The asset map to get the frameData from, for example `Phaser.Cache.IMAGE`.
* @return {Phaser.FrameData} The frame data.
*/
getFrameData: function (key, map) {
if (typeof map === 'undefined') { map = Phaser.Cache.IMAGE; }
if (this._cacheMap[map][key])
{
return this._cacheMap[map][key].frameData;
}
return null;
},
/**
* Replaces a set of frameData with a new Phaser.FrameData object.
*
* @method Phaser.Cache#updateFrameData
* @param {string} key - The unique key by which you will reference this object.
* @param {number} frameData - The new FrameData.
*/
updateFrameData: function (key, frameData) {
if (this._images[key])
{
this._images[key].frameData = frameData;
}
},
/**
* Get a single frame out of a frameData set by key.
*
* @method Phaser.Cache#getFrameByIndex
* @param {string} key - Asset key of the frame data to retrieve from the Cache.
* @return {Phaser.Frame} The frame object.
*/
getFrameByIndex: function (key, frame) {
if (this._images[key])
{
return this._images[key].frameData.getFrame(frame);
}
return null;
},
/**
* Get a single frame out of a frameData set by key.
*
* @method Phaser.Cache#getFrameByName
* @param {string} key - Asset key of the frame data to retrieve from the Cache.
* @return {Phaser.Frame} The frame object.
*/
getFrameByName: function (key, frame) {
if (this._images[key])
{
return this._images[key].frameData.getFrameByName(frame);
}
return null;
},
/**
* Get a single frame by key. You'd only do this to get the default Frame created for a non-atlas/spritesheet image.
*
* @method Phaser.Cache#getFrame
* @param {string} key - Asset key of the frame data to retrieve from the Cache.
* @return {Phaser.Frame} The frame data.
*/
getFrame: function (key) {
if (this._images[key])
{
return this._images[key].frame;
}
return null;
},
/**
* Get a single texture frame by key. You'd only do this to get the default Frame created for a non-atlas/spritesheet image.
*
* @method Phaser.Cache#getTextureFrame
* @param {string} key - Asset key of the frame to retrieve from the Cache.
* @return {Phaser.Frame} The frame data.
*/
getTextureFrame: function (key) {
if (this._textures[key])
{
return this._textures[key].frame;
}
return null;
},
/**
* Get a RenderTexture by key.
*
* @method Phaser.Cache#getTexture
* @param {string} key - Asset key of the RenderTexture to retrieve from the Cache.
* @return {Phaser.RenderTexture} The RenderTexture object.
*/
getTexture: function (key) {
if (this._textures[key])
{
return this._textures[key];
}
else
{
console.warn('Phaser.Cache.getTexture: Invalid key: "' + key + '"');
}
},
/**
* Get sound by key.
*
* @method Phaser.Cache#getSound
* @param {string} key - Asset key of the sound to retrieve from the Cache.
* @return {Phaser.Sound} The sound object.
*/
getSound: function (key) {
if (this._sounds[key])
{
return this._sounds[key];
}
else
{
console.warn('Phaser.Cache.getSound: Invalid key: "' + key + '"');
}
},
/**
* Get sound data by key.
*
* @method Phaser.Cache#getSoundData
* @param {string} key - Asset key of the sound to retrieve from the Cache.
* @return {object} The sound data.
*/
getSoundData: function (key) {
if (this._sounds[key])
{
return this._sounds[key].data;
}
else
{
console.warn('Phaser.Cache.getSoundData: Invalid key: "' + key + '"');
}
},
/**
* Check if the given sound has finished decoding.
*
* @method Phaser.Cache#isSoundDecoded
* @param {string} key - Asset key of the sound in the Cache.
* @return {boolean} The decoded state of the Sound object.
*/
isSoundDecoded: function (key) {
if (this._sounds[key])
{
return this._sounds[key].decoded;
}
},
/**
* Check if the given sound is ready for playback. A sound is considered ready when it has finished decoding and the device is no longer touch locked.
*
* @method Phaser.Cache#isSoundReady
* @param {string} key - Asset key of the sound in the Cache.
* @return {boolean} True if the sound is decoded and the device is not touch locked.
*/
isSoundReady: function (key) {
return (this._sounds[key] && this._sounds[key].decoded && this.game.sound.touchLocked === false);
},
/**
* Get the number of frames in this image.
*
* @method Phaser.Cache#getFrameCount
* @param {string} key - Asset key of the image you want.
* @return {number} Then number of frames. 0 if the image is not found.
*/
getFrameCount: function (key) {
if (this._images[key])
{
return this._images[key].frameData.total;
}
return 0;
},
/**
* Get text data by key.
*
* @method Phaser.Cache#getText
* @param {string} key - Asset key of the text data to retrieve from the Cache.
* @return {object} The text data.
*/
getText: function (key) {
if (this._text[key])
{
return this._text[key].data;
}
else
{
console.warn('Phaser.Cache.getText: Invalid key: "' + key + '"');
}
},
/**
* Get a JSON object by key from the cache.
*
* @method Phaser.Cache#getJSON
* @param {string} key - Asset key of the json object to retrieve from the Cache.
* @return {object} The JSON object.
*/
getJSON: function (key) {
if (this._json[key])
{
return this._json[key].data;
}
else
{
console.warn('Phaser.Cache.getJSON: Invalid key: "' + key + '"');
}
},
/**
* Get a XML object by key from the cache.
*
* @method Phaser.Cache#getXML
* @param {string} key - Asset key of the XML object to retrieve from the Cache.
* @return {object} The XML object.
*/
getXML: function (key) {
if (this._xml[key])
{
return this._xml[key].data;
}
else
{
console.warn('Phaser.Cache.getXML: Invalid key: "' + key + '"');
}
},
/**
* Get binary data by key.
*
* @method Phaser.Cache#getBinary
* @param {string} key - Asset key of the binary data object to retrieve from the Cache.
* @return {object} The binary data object.
*/
getBinary: function (key) {
if (this._binary[key])
{
return this._binary[key];
}
else
{
console.warn('Phaser.Cache.getBinary: Invalid key: "' + key + '"');
}
},
/**
* Get a cached object by the URL.
*
* @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) {
if (this._urlMap[this._resolveUrl(url)])
{
return this._urlMap[this._resolveUrl(url)];
}
else
{
console.warn('Phaser.Cache.getUrl: Invalid url: "' + url + '"');
}
},
/**
* Gets all keys used by the Cache for the given data type.
*
* @method Phaser.Cache#getKeys
* @param {number} [type=Phaser.Cache.IMAGE] - The type of Cache keys you wish to get. Can be Cache.CANVAS, Cache.IMAGE, Cache.SOUND, etc.
* @return {Array} The array of item keys.
*/
getKeys: function (type) {
var array = null;
switch (type)
{
case Phaser.Cache.CANVAS:
array = this._canvases;
break;
case Phaser.Cache.IMAGE:
array = this._images;
break;
case Phaser.Cache.TEXTURE:
array = this._textures;
break;
case Phaser.Cache.SOUND:
array = this._sounds;
break;
case Phaser.Cache.TEXT:
array = this._text;
break;
case Phaser.Cache.PHYSICS:
array = this._physics;
break;
case Phaser.Cache.TILEMAP:
array = this._tilemaps;
break;
case Phaser.Cache.BINARY:
array = this._binary;
break;
case Phaser.Cache.BITMAPDATA:
array = this._bitmapDatas;
break;
case Phaser.Cache.BITMAPFONT:
array = this._bitmapFont;
break;
case Phaser.Cache.JSON:
array = this._json;
break;
case Phaser.Cache.XML:
array = this._xml;
break;
}
if (!array)
{
return;
}
var output = [];
for (var item in array)
{
if (item !== '__default' && item !== '__missing')
{
output.push(item);
}
}
return output;
},
/**
* Removes a canvas from the cache.
*
* @method Phaser.Cache#removeCanvas
* @param {string} key - Key of the asset you want to remove.
*/
removeCanvas: function (key) {
delete this._canvases[key];
},
/**
* Removes an image from the cache and optionally from the Pixi.BaseTextureCache as well.
*
* @method Phaser.Cache#removeImage
* @param {string} key - Key of the asset you want to remove.
* @param {boolean} [removeFromPixi=true] - Should this image also be removed from the Pixi BaseTextureCache?
*/
removeImage: function (key, removeFromPixi) {
if (typeof removeFromPixi === 'undefined') { removeFromPixi = true; }
delete this._images[key];
if (removeFromPixi)
{
PIXI.BaseTextureCache[key].destroy();
}
},
/**
* Removes a sound from the cache.
*
* @method Phaser.Cache#removeSound
* @param {string} key - Key of the asset you want to remove.
*/
removeSound: function (key) {
delete this._sounds[key];
},
/**
* Removes a text from the cache.
*
* @method Phaser.Cache#removeText
* @param {string} key - Key of the asset you want to remove.
*/
removeText: function (key) {
delete this._text[key];
},
/**
* Removes a json object from the cache.
*
* @method Phaser.Cache#removeJSON
* @param {string} key - Key of the asset you want to remove.
*/
removeJSON: function (key) {
delete this._json[key];
},
/**
* Removes a xml object from the cache.
*
* @method Phaser.Cache#removeXML
* @param {string} key - Key of the asset you want to remove.
*/
removeXML: function (key) {
delete this._xml[key];
},
/**
* Removes a physics data file from the cache.
*
* @method Phaser.Cache#removePhysics
* @param {string} key - Key of the asset you want to remove.
*/
removePhysics: function (key) {
delete this._physics[key];
},
/**
* Removes a tilemap from the cache.
*
* @method Phaser.Cache#removeTilemap
* @param {string} key - Key of the asset you want to remove.
*/
removeTilemap: function (key) {
delete this._tilemaps[key];
},
/**
* Removes a binary file from the cache.
*
* @method Phaser.Cache#removeBinary
* @param {string} key - Key of the asset you want to remove.
*/
removeBinary: function (key) {
delete this._binary[key];
},
/**
* Removes a bitmap data from the cache.
*
* @method Phaser.Cache#removeBitmapData
* @param {string} key - Key of the asset you want to remove.
*/
removeBitmapData: function (key) {
delete this._bitmapDatas[key];
},
/**
* Removes a bitmap font from the cache.
*
* @method Phaser.Cache#removeBitmapFont
* @param {string} key - Key of the asset you want to remove.
*/
removeBitmapFont: function (key) {
delete this._bitmapFont[key];
},
/**
* Resolves a URL to its absolute form.
*
* @method Phaser.Cache#_resolveUrl
* @param {string} url - The URL to resolve.
* @return {string} The resolved URL.
* @private
*/
_resolveUrl: function (url) {
this._urlResolver.src = this.game.load.baseURL + url;
this._urlTemp = this._urlResolver.src;
// Ensure no request is actually made
this._urlResolver.src = '';
return this._urlTemp;
},
/**
* Clears the cache. Removes every local cache object reference.
*
* @method Phaser.Cache#destroy
*/
destroy: function () {
for (var item in this._canvases)
{
delete this._canvases[item];
}
for (var item in this._images)
{
if (item !== '__default' && item !== '__missing')
{
delete this._images[item];
}
}
for (var item in this._sounds)
{
delete this._sounds[item];
}
for (var item in this._text)
{
delete this._text[item];
}
for (var item in this._json)
{
delete this._json[item];
}
for (var item in this._xml)
{
delete this._xml[item];
}
for (var item in this._textures)
{
delete this._textures[item];
}
for (var item in this._physics)
{
delete this._physics[item];
}
for (var item in this._tilemaps)
{
delete this._tilemaps[item];
}
for (var item in this._binary)
{
delete this._binary[item];
}
for (var item in this._bitmapDatas)
{
delete this._bitmapDatas[item];
}
for (var item in this._bitmapFont)
{
delete this._bitmapFont[item];
}
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 © 2012-2014 Photon Storm Ltd.
</span>
<br />
<span class="jsdoc-message">
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
on Wed Oct 22 2014 21:45:44 GMT+0100 (BST) 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>
<script src="scripts/sunlight-plugin.doclinks.js"></script>
<script src="scripts/sunlight-plugin.linenumbers.js"></script>
<script src="scripts/sunlight-plugin.menu.js"></script>
<script src="scripts/jquery.min.js"></script>
<script src="scripts/jquery.scrollTo.js"></script>
<script src="scripts/jquery.localScroll.js"></script>
<script src="scripts/bootstrap-dropdown.js"></script>
<script src="scripts/toc.js"></script>
<script> Sunlight.highlightAll({lineNumbers:true, showMenu: true, enableDoclinks :true}); </script>
<script>
$( function () {
$( "#toc" ).toc( {
anchorName : function(i, heading, prefix) {
return $(heading).attr("id") || ( prefix + i );
},
selectors : "h1,h2,h3,h4",
showAndHide : false,
scrollTo : 60
} );
$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
} );
</script>
</body>
</html>