mirror of
https://github.com/photonstorm/phaser
synced 2024-12-19 01:24:48 +00:00
1141 lines
No EOL
27 KiB
JavaScript
1141 lines
No EOL
27 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* Phaser loader constructor.
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* The Loader handles loading all external content such as Images, Sounds, Texture Atlases and data files.
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* It uses a combination of Image() loading and xhr and provides progress and completion callbacks.
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* @class Phaser.Loader
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* @classdesc The Loader handles loading all external content such as Images, Sounds, Texture Atlases and data files.
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* It uses a combination of Image() loading and xhr and provides progress and completion callbacks.
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* @constructor
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* @param {Phaser.Game} game - A reference to the currently running game.
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*/
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Phaser.Loader = function (game) {
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/**
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* @property {Phaser.Game} game - Local reference to game.
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*/
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this.game = game;
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/**
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* @property {array} _keys - Array stores assets keys. So you can get that asset by its unique key.
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* @private
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*/
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this._keys = [];
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/**
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* @property {Description} _fileList - Contains all the assets file infos.
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* @private
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*/
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this._fileList = {};
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/**
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* @property {number} _progressChunk - Indicates assets loading progress. (from 0 to 100)
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* @private
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* @default
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*/
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this._progressChunk = 0;
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/**
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* @property {XMLHttpRequest} - An XMLHttpRequest object used for loading text and audio data.
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* @private
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*/
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this._xhr = new XMLHttpRequest();
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/**
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* @property {number} - Length of assets queue.
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* @default
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*/
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this.queueSize = 0;
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/**
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* @property {boolean} isLoading - True if the Loader is in the process of loading the queue.
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* @default
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*/
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this.isLoading = false;
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/**
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* @property {boolean} hasLoaded - True if all assets in the queue have finished loading.
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* @default
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*/
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this.hasLoaded = false;
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/**
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* @property {number} progress - The Load progress percentage value (from 0 to 100)
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* @default
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*/
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this.progress = 0;
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/**
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* You can optionally link a sprite to the preloader.
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* If you do so the Sprite's width or height will be cropped based on the percentage loaded.
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* @property {Description} preloadSprite
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* @default
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*/
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this.preloadSprite = null;
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/**
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* @property {string} crossOrigin - The crossOrigin value applied to loaded images
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*/
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this.crossOrigin = '';
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/**
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* If you want to append a URL before the path of any asset you can set this here.
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* Useful if you need to allow an asset url to be configured outside of the game code.
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* MUST have / on the end of it!
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* @property {string} baseURL
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* @default
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*/
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this.baseURL = '';
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/**
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* @property {Phaser.Signal} onFileComplete - Event signal.
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*/
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this.onFileComplete = new Phaser.Signal;
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/**
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* @property {Phaser.Signal} onFileError - Event signal.
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*/
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this.onFileError = new Phaser.Signal;
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/**
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* @property {Phaser.Signal} onLoadStart - Event signal.
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*/
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this.onLoadStart = new Phaser.Signal;
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/**
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* @property {Phaser.Signal} onLoadComplete - Event signal.
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*/
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this.onLoadComplete = new Phaser.Signal;
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};
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/**
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* @constant
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* @type {number}
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*/
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Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY = 0;
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/**
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* @constant
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* @type {number}
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*/
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Phaser.Loader.TEXTURE_ATLAS_JSON_HASH = 1;
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/**
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* @constant
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* @type {number}
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*/
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Phaser.Loader.TEXTURE_ATLAS_XML_STARLING = 2;
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Phaser.Loader.prototype = {
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/**
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* You can set a Sprite to be a "preload" sprite by passing it to this method.
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* A "preload" sprite will have its width or height crop adjusted based on the percentage of the loader in real-time.
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* This allows you to easily make loading bars for games.
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*
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* @method Phaser.Loader#setPreloadSprite
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* @param {Phaser.Sprite} sprite - The sprite that will be cropped during the load.
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* @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.
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*/
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setPreloadSprite: function (sprite, direction) {
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direction = direction || 0;
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this.preloadSprite = { sprite: sprite, direction: direction, width: sprite.width, height: sprite.height, crop: null };
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if (direction == 0)
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{
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// Horizontal crop
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this.preloadSprite.crop = new Phaser.Rectangle(0, 0, 1, sprite.height);
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}
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else
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{
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// Vertical crop
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this.preloadSprite.crop = new Phaser.Rectangle(0, 0, sprite.width, 1);
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}
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sprite.crop = this.preloadSprite.crop;
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},
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/**
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* Check whether asset exists with a specific key.
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*
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* @method Phaser.Loader#checkKeyExists
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* @param {string} key - Key of the asset you want to check.
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* @return {boolean} Return true if exists, otherwise return false.
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*/
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checkKeyExists: function (key) {
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if (this._fileList[key])
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{
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return true;
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}
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else
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{
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return false;
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}
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},
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/**
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* Reset loader, this will remove all loaded assets.
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*
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* @method Phaser.Loader#reset
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*/
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reset: function () {
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this.preloadSprite = null;
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this.queueSize = 0;
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this.isLoading = false;
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},
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/**
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* Internal function that adds a new entry to the file list. Do not call directly.
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*
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* @method Phaser.Loader#addToFileList
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* @param {Description} type - Description.
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* @param {string} key - Description.
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* @param {string} url - URL of Description.
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* @param {Description} properties - Description.
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* @protected
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*/
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addToFileList: function (type, key, url, properties) {
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var entry = {
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type: type,
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key: key,
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url: url,
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data: null,
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error: false,
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loaded: false
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};
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if (typeof properties !== "undefined")
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{
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for (var prop in properties)
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{
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entry[prop] = properties[prop];
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}
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}
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this._fileList[key] = entry;
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this._keys.push(key);
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this.queueSize++;
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},
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/**
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* Add an image to the Loader.
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*
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* @method Phaser.Loader#image
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* @param {string} key - Unique asset key of this image file.
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* @param {string} url - URL of image file.
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* @param {boolean} overwrite - If an entry with a matching key already exists this will over-write it
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*/
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image: function (key, url, overwrite) {
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if (typeof overwrite === "undefined") { overwrite = false; }
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if (overwrite || this.checkKeyExists(key) == false)
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{
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this.addToFileList('image', key, url);
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}
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return this;
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},
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/**
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* Add a text file to the Loader.
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*
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* @method Phaser.Loader#text
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* @param {string} key - Unique asset key of the text file.
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* @param {string} url - URL of the text file.
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* @param {boolean} overwrite - True if Description.
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*/
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text: function (key, url, overwrite) {
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if (typeof overwrite === "undefined") { overwrite = false; }
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if (overwrite || this.checkKeyExists(key) == false)
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{
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this.addToFileList('text', key, url);
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}
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return this;
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},
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/**
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* Add a new sprite sheet to the loader.
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*
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* @method Phaser.Loader#spritesheet
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* @param {string} key - Unique asset key of the sheet file.
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* @param {string} url - URL of the sheet file.
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* @param {number} frameWidth - Width of each single frame.
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* @param {number} frameHeight - Height of each single frame.
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* @param {number} [frameMax=-1] - How many frames in this sprite sheet. If not specified it will divide the whole image into frames.
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*/
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spritesheet: function (key, url, frameWidth, frameHeight, frameMax) {
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if (typeof frameMax === "undefined") { frameMax = -1; }
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if (this.checkKeyExists(key) === false)
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{
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this.addToFileList('spritesheet', key, url, { frameWidth: frameWidth, frameHeight: frameHeight, frameMax: frameMax });
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}
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return this;
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},
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/**
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* Add a new tile set to the loader. These are used in the rendering of tile maps.
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*
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* @method Phaser.Loader#tileset
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* @param {string} key - Unique asset key of the tileset file.
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* @param {string} url - URL of the tileset.
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* @param {number} tileWidth - Width of each single tile in pixels.
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* @param {number} tileHeight - Height of each single tile in pixels.
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* @param {number} [tileMax=-1] - How many tiles in this tileset. If not specified it will divide the whole image into tiles.
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*/
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tileset: function (key, url, tileWidth, tileHeight, tileMax) {
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if (typeof tileMax === "undefined") { tileMax = -1; }
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if (this.checkKeyExists(key) === false)
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{
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this.addToFileList('tileset', key, url, { tileWidth: tileWidth, tileHeight: tileHeight, tileMax: tileMax });
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}
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return this;
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},
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/**
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* Add a new audio file to the loader.
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*
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* @method Phaser.Loader#audio
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* @param {string} key - Unique asset key of the audio file.
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* @param {Array} urls - An array containing the URLs of the audio files, i.e.: [ 'jump.mp3', 'jump.ogg', 'jump.m4a' ].
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* @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.
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*/
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audio: function (key, urls, autoDecode) {
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if (typeof autoDecode === "undefined") { autoDecode = true; }
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if (this.checkKeyExists(key) === false)
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{
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this.addToFileList('audio', key, urls, { buffer: null, autoDecode: autoDecode });
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}
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return this;
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},
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/**
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* Add a new tilemap loading request.
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*
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* @method Phaser.Loader#tilemap
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* @param {string} key - Unique asset key of the tilemap data.
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* @param {string} tilesetURL - The url of the tile set image file.
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* @param {string} [mapDataURL] - The url of the map data file (csv/json)
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* @param {object} [mapData] - An optional JSON data object (can be given in place of a URL).
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* @param {string} [format] - The format of the map data.
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*/
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tilemap: function (key, mapDataURL, mapData, format) {
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if (typeof mapDataURL === "undefined") { mapDataURL = null; }
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if (typeof mapData === "undefined") { mapData = null; }
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if (typeof format === "undefined") { format = Phaser.Tilemap.CSV; }
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if (mapDataURL == null && mapData == null)
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{
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console.warn('Phaser.Loader.tilemap - Both mapDataURL and mapData are null. One must be set.');
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return this;
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}
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if (this.checkKeyExists(key) === false)
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{
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// A URL to a json/csv file has been given
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if (mapDataURL)
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{
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this.addToFileList('tilemap', key, mapDataURL, { format: format });
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}
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else
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{
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switch (format)
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{
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// A csv string or object has been given
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case Phaser.Tilemap.CSV:
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break;
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// An xml string or object has been given
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case Phaser.Tilemap.TILED_JSON:
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if (typeof mapData === 'string')
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{
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mapData = JSON.parse(mapData);
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}
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break;
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}
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this.game.cache.addTilemap(key, null, mapData, format);
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}
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}
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return this;
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},
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/**
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* Add a new bitmap font loading request.
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*
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* @method Phaser.Loader#bitmapFont
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* @param {string} key - Unique asset key of the bitmap font.
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* @param {string} textureURL - The url of the font image file.
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* @param {string} [xmlURL] - The url of the font data file (xml/fnt)
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* @param {object} [xmlData] - An optional XML data object.
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*/
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bitmapFont: function (key, textureURL, xmlURL, xmlData) {
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if (typeof xmlURL === "undefined") { xmlURL = null; }
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if (typeof xmlData === "undefined") { xmlData = null; }
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if (this.checkKeyExists(key) === false)
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{
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// A URL to a json/xml file has been given
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if (xmlURL)
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{
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this.addToFileList('bitmapfont', key, textureURL, { xmlURL: xmlURL });
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}
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else
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{
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// An xml string or object has been given
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if (typeof xmlData === 'string')
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{
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var xml;
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try {
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if (window['DOMParser'])
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{
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var domparser = new DOMParser();
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xml = domparser.parseFromString(xmlData, "text/xml");
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}
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else
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{
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xml = new ActiveXObject("Microsoft.XMLDOM");
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xml.async = 'false';
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xml.loadXML(xmlData);
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}
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}
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catch (e)
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{
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xml = undefined;
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}
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if (!xml || !xml.documentElement || xml.getElementsByTagName("parsererror").length)
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{
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throw new Error("Phaser.Loader. Invalid Bitmap Font XML given");
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}
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else
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{
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this.addToFileList('bitmapfont', key, textureURL, { xmlURL: null, xmlData: xml });
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}
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}
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}
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}
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return this;
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},
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/**
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* Add a new texture atlas to the loader. This atlas uses the JSON Array data format.
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*
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* @method Phaser.Loader#atlasJSONArray
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* @param {string} key - Unique asset key of the bitmap font.
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* @param {Description} atlasURL - The url of the Description.
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* @param {Description} atlasData - Description.
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*/
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atlasJSONArray: function (key, textureURL, atlasURL, atlasData) {
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return this.atlas(key, textureURL, atlasURL, atlasData, Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY);
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},
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/**
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* Add a new texture atlas to the loader. This atlas uses the JSON Hash data format.
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*
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* @method Phaser.Loader#atlasJSONHash
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* @param {string} key - Unique asset key of the bitmap font.
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* @param {Description} atlasURL - The url of the Description.
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* @param {Description} atlasData - Description.
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*/
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atlasJSONHash: function (key, textureURL, atlasURL, atlasData) {
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return this.atlas(key, textureURL, atlasURL, atlasData, Phaser.Loader.TEXTURE_ATLAS_JSON_HASH);
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},
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/**
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* Add a new texture atlas to the loader. This atlas uses the Starling XML data format.
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*
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* @method Phaser.Loader#atlasXML
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* @param {string} key - Unique asset key of the bitmap font.
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* @param {Description} atlasURL - The url of the Description.
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* @param {Description} atlasData - Description.
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*/
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atlasXML: function (key, textureURL, atlasURL, atlasData) {
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return this.atlas(key, textureURL, atlasURL, atlasData, Phaser.Loader.TEXTURE_ATLAS_XML_STARLING);
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},
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/**
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* Add a new texture atlas to the loader.
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*
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* @method Phaser.Loader#atlas
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* @param {string} key - Unique asset key of the texture atlas file.
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* @param {string} textureURL - The url of the texture atlas image file.
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* @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.
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* @param {object} [atlasData] - A JSON or XML data object. You don't need this if the data is being loaded from a URL.
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* @param {number} [format] - A value describing the format of the data, the default is Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY.
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*/
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atlas: function (key, textureURL, atlasURL, atlasData, format) {
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if (typeof atlasURL === "undefined") { atlasURL = null; }
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if (typeof atlasData === "undefined") { atlasData = null; }
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if (typeof format === "undefined") { format = Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY; }
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if (this.checkKeyExists(key) === false)
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{
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// A URL to a json/xml file has been given
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if (atlasURL)
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{
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this.addToFileList('textureatlas', key, textureURL, { atlasURL: atlasURL, format: format });
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}
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else
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{
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switch (format)
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{
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// A json string or object has been given
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case Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY:
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if (typeof atlasData === 'string')
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{
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atlasData = JSON.parse(atlasData);
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}
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break;
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// An xml string or object has been given
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case Phaser.Loader.TEXTURE_ATLAS_XML_STARLING:
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if (typeof atlasData === 'string')
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{
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var xml;
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|
|
|
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 });
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return this;
|
|
|
|
},
|
|
|
|
/**
|
|
* 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 'tileset':
|
|
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 'tilemap':
|
|
this._xhr.open("GET", this.baseURL + file.url, true);
|
|
this._xhr.responseType = "text";
|
|
|
|
if (file.format == Phaser.Tilemap.TILED_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 '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 < 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 + ' from URL ' + this._fileList[key].url);
|
|
|
|
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 'tileset':
|
|
|
|
this.game.cache.addTileset(file.key, file.url, file.data, file.tileWidth, file.tileHeight, file.tileMax);
|
|
break;
|
|
|
|
/*
|
|
case 'tilemap':
|
|
|
|
file.data = this._xhr.response;
|
|
this.game.cache.addTilemap(file.key, file.url, file.data, file.format);
|
|
|
|
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, 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, 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();
|
|
}
|
|
|
|
}
|
|
|
|
}; |