phaser/Phaser/loader/Cache.ts

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8.8 KiB
TypeScript

/// <reference path="../Game.ts" />
/**
* Phaser - Cache
*
* 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. Cache items use string based keys for look-up.
*/
module Phaser {
export class Cache {
/**
* Cache constructor
*/
constructor(game: Game) {
this._game = game;
this._canvases = {};
this._images = {};
this._sounds = {};
this._text = {};
}
/**
* Local private reference to game.
*/
private _game: Game;
/**
* Canvas key-value container.
* @type {object}
*/
private _canvases;
/**
* Image key-value container.
* @type {object}
*/
private _images;
/**
* Sound key-value container.
* @type {object}
*/
private _sounds;
/**
* Text key-value container.
* @type {object}
*/
private _text;
/**
* Add a new canvas.
* @param key {string} Asset key for this canvas.
* @param canvas {HTMLCanvasElement} Canvas DOM element.
* @param context {CanvasRenderingContext2D} Render context of this canvas.
*/
public addCanvas(key: string, canvas: HTMLCanvasElement, context: CanvasRenderingContext2D) {
this._canvases[key] = { canvas: canvas, context: context };
}
/**
* Add a new sprite sheet.
* @param key {string} Asset key for the sprite sheet.
* @param url {string} URL of this sprite sheet file.
* @param data {object} Extra sprite sheet data.
* @param frameWidth {number} Width of the sprite sheet.
* @param frameHeight {number} Height of the sprite sheet.
* @param frameMax {number} How many frames stored in the sprite sheet.
*/
public addSpriteSheet(key: string, url: string, data, frameWidth: number, frameHeight: number, frameMax: number) {
this._images[key] = { url: url, data: data, spriteSheet: true, frameWidth: frameWidth, frameHeight: frameHeight };
this._images[key].frameData = AnimationLoader.parseSpriteSheet(this._game, key, frameWidth, frameHeight, frameMax);
}
/**
* Add a new texture atlas.
* @param key {string} Asset key for the texture atlas.
* @param url {string} URL of this texture atlas file.
* @param data {object} Extra texture atlas data.
* @param atlasData {object} Texture atlas frames data.
*/
public addTextureAtlas(key: string, url: string, data, atlasData, format: number) {
this._images[key] = { url: url, data: data, spriteSheet: true };
if (format == Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY)
{
this._images[key].frameData = AnimationLoader.parseJSONData(this._game, atlasData);
}
else if (format == Phaser.Loader.TEXTURE_ATLAS_XML_STARLING)
{
this._images[key].frameData = AnimationLoader.parseXMLData(this._game, atlasData, format);
}
}
/**
* Add a new image.
* @param key {string} Asset key for the image.
* @param url {string} URL of this image file.
* @param data {object} Extra image data.
*/
public addImage(key: string, url: string, data) {
this._images[key] = { url: url, data: data, spriteSheet: false };
}
/**
* Add a new sound.
* @param key {string} Asset key for the sound.
* @param url {string} URL of this sound file.
* @param data {object} Extra sound data.
*/
public addSound(key: string, url: string, data) {
this._sounds[key] = { url: url, data: data, decoded: false };
}
/**
* Add a new decoded sound.
* @param key {string} Asset key for the sound.
* @param url {string} URL of this sound file.
* @param data {object} Extra sound data.
*/
public decodedSound(key: string, data) {
this._sounds[key].data = data;
this._sounds[key].decoded = true;
}
/**
* Add a new text data.
* @param key {string} Asset key for the text data.
* @param url {string} URL of this text data file.
* @param data {object} Extra text data.
*/
public addText(key: string, url: string, data) {
this._text[key] = { url: url, data: data };
}
/**
* Get canvas by key.
* @param key Asset key of the canvas you want.
* @return {object} The canvas you want.
*/
public getCanvas(key: string) {
if (this._canvases[key])
{
return this._canvases[key].canvas;
}
return null;
}
/**
* Get image data by key.
* @param key Asset key of the image you want.
* @return {object} The image data you want.
*/
public getImage(key: string) {
if (this._images[key])
{
return this._images[key].data;
}
return null;
}
/**
* Get frame data by key.
* @param key Asset key of the frame data you want.
* @return {object} The frame data you want.
*/
public getFrameData(key: string): FrameData {
if (this._images[key] && this._images[key].spriteSheet == true)
{
return this._images[key].frameData;
}
return null;
}
/**
* Get sound data by key.
* @param key Asset key of the sound you want.
* @return {object} The sound data you want.
*/
public getSound(key: string) {
if (this._sounds[key])
{
return this._sounds[key].data;
}
return null;
}
/**
* Check whether an asset is decoded sound.
* @param key Asset key of the sound you want.
* @return {object} The sound data you want.
*/
public isSoundDecoded(key: string): bool {
if (this._sounds[key])
{
return this._sounds[key].decoded;
}
}
/**
* Check whether an asset is sprite sheet.
* @param key Asset key of the sprite sheet you want.
* @return {object} The sprite sheet data you want.
*/
public isSpriteSheet(key: string): bool {
if (this._images[key])
{
return this._images[key].spriteSheet;
}
}
/**
* Get text data by key.
* @param key Asset key of the text data you want.
* @return {object} The text data you want.
*/
public getText(key: string) {
if (this._text[key])
{
return this._text[key].data;
}
return null;
}
/**
* Returns an array containing all of the keys of Images in the Cache.
* @return {Array} The string based keys in the Cache.
*/
public getImageKeys() {
var output = [];
for (var item in this._images)
{
output.push(item);
}
return output;
}
/**
* Returns an array containing all of the keys of Sounds in the Cache.
* @return {Array} The string based keys in the Cache.
*/
public getSoundKeys() {
var output = [];
for (var item in this._sounds)
{
output.push(item);
}
return output;
}
/**
* Returns an array containing all of the keys of Text Files in the Cache.
* @return {Array} The string based keys in the Cache.
*/
public getTextKeys() {
var output = [];
for (var item in this._text)
{
output.push(item);
}
return output;
}
/**
* Clean up cache memory.
*/
public destroy() {
for (var item in this._canvases)
{
delete this._canvases[item['key']];
}
for (var item in this._images)
{
delete this._images[item['key']];
}
for (var item in this._sounds)
{
delete this._sounds[item['key']];
}
for (var item in this._text)
{
delete this._text[item['key']];
}
}
}
}