mirror of
https://github.com/photonstorm/phaser
synced 2024-12-23 11:33:28 +00:00
1071 lines
36 KiB
JavaScript
1071 lines
36 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2019 Photon Storm Ltd.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
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var Class = require('../utils/Class');
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var CONST = require('./const');
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var CustomSet = require('../structs/Set');
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var EventEmitter = require('eventemitter3');
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var Events = require('./events');
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var FileTypesManager = require('./FileTypesManager');
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var GetFastValue = require('../utils/object/GetFastValue');
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var PluginCache = require('../plugins/PluginCache');
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var SceneEvents = require('../scene/events');
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var XHRSettings = require('./XHRSettings');
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/**
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* @classdesc
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* The Loader handles loading all external content such as Images, Sounds, Texture Atlases and data files.
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* You typically interact with it via `this.load` in your Scene. Scenes can have a `preload` method, which is always
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* called before the Scenes `create` method, allowing you to preload assets that the Scene may need.
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*
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* If you call any `this.load` methods from outside of `Scene.preload` then you need to start the Loader going
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* yourself by calling `Loader.start()`. It's only automatically started during the Scene preload.
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*
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* The Loader uses a combination of tag loading (eg. Audio elements) and XHR and provides progress and completion events.
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* Files are loaded in parallel by default. The amount of concurrent connections can be controlled in your Game Configuration.
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*
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* Once the Loader has started loading you are still able to add files to it. These can be injected as a result of a loader
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* event, the type of file being loaded (such as a pack file) or other external events. As long as the Loader hasn't finished
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* simply adding a new file to it, while running, will ensure it's added into the current queue.
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*
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* Every Scene has its own instance of the Loader and they are bound to the Scene in which they are created. However,
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* assets loaded by the Loader are placed into global game-level caches. For example, loading an XML file will place that
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* file inside `Game.cache.xml`, which is accessible from every Scene in your game, no matter who was responsible
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* for loading it. The same is true of Textures. A texture loaded in one Scene is instantly available to all other Scenes
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* in your game.
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*
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* The Loader works by using custom File Types. These are stored in the FileTypesManager, which injects them into the Loader
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* when it's instantiated. You can create your own custom file types by extending either the File or MultiFile classes.
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* See those files for more details.
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*
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* @class LoaderPlugin
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* @extends Phaser.Events.EventEmitter
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* @memberof Phaser.Loader
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* @constructor
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* @since 3.0.0
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*
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* @param {Phaser.Scene} scene - The Scene which owns this Loader instance.
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*/
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var LoaderPlugin = new Class({
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Extends: EventEmitter,
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initialize:
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function LoaderPlugin (scene)
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{
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EventEmitter.call(this);
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var gameConfig = scene.sys.game.config;
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var sceneConfig = scene.sys.settings.loader;
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/**
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* The Scene which owns this Loader instance.
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*
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* @name Phaser.Loader.LoaderPlugin#scene
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* @type {Phaser.Scene}
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* @since 3.0.0
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*/
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this.scene = scene;
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/**
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* A reference to the Scene Systems.
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*
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* @name Phaser.Loader.LoaderPlugin#systems
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* @type {Phaser.Scenes.Systems}
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* @since 3.0.0
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*/
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this.systems = scene.sys;
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/**
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* A reference to the global Cache Manager.
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*
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* @name Phaser.Loader.LoaderPlugin#cacheManager
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* @type {Phaser.Cache.CacheManager}
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* @since 3.7.0
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*/
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this.cacheManager = scene.sys.cache;
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/**
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* A reference to the global Texture Manager.
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*
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* @name Phaser.Loader.LoaderPlugin#textureManager
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* @type {Phaser.Textures.TextureManager}
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* @since 3.7.0
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*/
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this.textureManager = scene.sys.textures;
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/**
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* A reference to the global Scene Manager.
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*
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* @name Phaser.Loader.LoaderPlugin#sceneManager
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* @type {Phaser.Scenes.SceneManager}
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* @protected
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* @since 3.16.0
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*/
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this.sceneManager = scene.sys.game.scene;
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// Inject the available filetypes into the Loader
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FileTypesManager.install(this);
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/**
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* An optional prefix that is automatically prepended to the start of every file key.
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* If prefix was `MENU.` and you load an image with the key 'Background' the resulting key would be `MENU.Background`.
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* You can set this directly, or call `Loader.setPrefix()`. It will then affect every file added to the Loader
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* from that point on. It does _not_ change any file already in the load queue.
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*
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* @name Phaser.Loader.LoaderPlugin#prefix
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* @type {string}
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* @default ''
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* @since 3.7.0
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*/
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this.prefix = '';
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/**
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* The value of `path`, if set, is placed before any _relative_ file path given. For example:
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*
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* ```javascript
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* this.load.path = "images/sprites/";
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* this.load.image("ball", "ball.png");
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* this.load.image("tree", "level1/oaktree.png");
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* this.load.image("boom", "http://server.com/explode.png");
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* ```
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*
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* Would load the `ball` file from `images/sprites/ball.png` and the tree from
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* `images/sprites/level1/oaktree.png` but the file `boom` would load from the URL
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* given as it's an absolute URL.
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*
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* Please note that the path is added before the filename but *after* the baseURL (if set.)
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*
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* If you set this property directly then it _must_ end with a "/". Alternatively, call `setPath()` and it'll do it for you.
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*
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* @name Phaser.Loader.LoaderPlugin#path
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* @type {string}
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* @default ''
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* @since 3.0.0
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*/
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this.path = '';
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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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*
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* Useful if allowing the asset base url to be configured outside of the game code.
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*
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* If you set this property directly then it _must_ end with a "/". Alternatively, call `setBaseURL()` and it'll do it for you.
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*
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* @name Phaser.Loader.LoaderPlugin#baseURL
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* @type {string}
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* @default ''
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* @since 3.0.0
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*/
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this.baseURL = '';
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this.setBaseURL(GetFastValue(sceneConfig, 'baseURL', gameConfig.loaderBaseURL));
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this.setPath(GetFastValue(sceneConfig, 'path', gameConfig.loaderPath));
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this.setPrefix(GetFastValue(sceneConfig, 'prefix', gameConfig.loaderPrefix));
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/**
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* The number of concurrent / parallel resources to try and fetch at once.
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*
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* Old browsers limit 6 requests per domain; modern ones, especially those with HTTP/2 don't limit it at all.
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*
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* The default is 32 but you can change this in your Game Config, or by changing this property before the Loader starts.
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*
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* @name Phaser.Loader.LoaderPlugin#maxParallelDownloads
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* @type {integer}
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* @since 3.0.0
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*/
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this.maxParallelDownloads = GetFastValue(sceneConfig, 'maxParallelDownloads', gameConfig.loaderMaxParallelDownloads);
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/**
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* xhr specific global settings (can be overridden on a per-file basis)
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*
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* @name Phaser.Loader.LoaderPlugin#xhr
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* @type {Phaser.Types.Loader.XHRSettingsObject}
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* @since 3.0.0
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*/
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this.xhr = XHRSettings(
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GetFastValue(sceneConfig, 'responseType', gameConfig.loaderResponseType),
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GetFastValue(sceneConfig, 'async', gameConfig.loaderAsync),
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GetFastValue(sceneConfig, 'user', gameConfig.loaderUser),
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GetFastValue(sceneConfig, 'password', gameConfig.loaderPassword),
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GetFastValue(sceneConfig, 'timeout', gameConfig.loaderTimeout)
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);
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/**
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* The crossOrigin value applied to loaded images. Very often this needs to be set to 'anonymous'.
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*
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* @name Phaser.Loader.LoaderPlugin#crossOrigin
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* @type {string}
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* @since 3.0.0
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*/
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this.crossOrigin = GetFastValue(sceneConfig, 'crossOrigin', gameConfig.loaderCrossOrigin);
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/**
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* The total number of files to load. It may not always be accurate because you may add to the Loader during the process
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* of loading, especially if you load a Pack File. Therefore this value can change, but in most cases remains static.
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*
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* @name Phaser.Loader.LoaderPlugin#totalToLoad
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* @type {integer}
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* @default 0
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* @since 3.0.0
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*/
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this.totalToLoad = 0;
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/**
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* The progress of the current load queue, as a float value between 0 and 1.
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* This is updated automatically as files complete loading.
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* Note that it is possible for this value to go down again if you add content to the current load queue during a load.
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*
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* @name Phaser.Loader.LoaderPlugin#progress
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* @type {number}
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* @default 0
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* @since 3.0.0
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*/
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this.progress = 0;
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/**
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* Files are placed in this Set when they're added to the Loader via `addFile`.
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*
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* They are moved to the `inflight` Set when they start loading, and assuming a successful
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* load, to the `queue` Set for further processing.
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*
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* By the end of the load process this Set will be empty.
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*
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* @name Phaser.Loader.LoaderPlugin#list
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* @type {Phaser.Structs.Set.<Phaser.Loader.File>}
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* @since 3.0.0
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*/
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this.list = new CustomSet();
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/**
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* Files are stored in this Set while they're in the process of being loaded.
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*
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* Upon a successful load they are moved to the `queue` Set.
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*
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* By the end of the load process this Set will be empty.
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*
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* @name Phaser.Loader.LoaderPlugin#inflight
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* @type {Phaser.Structs.Set.<Phaser.Loader.File>}
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* @since 3.0.0
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*/
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this.inflight = new CustomSet();
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/**
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* Files are stored in this Set while they're being processed.
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*
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* If the process is successful they are moved to their final destination, which could be
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* a Cache or the Texture Manager.
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*
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* At the end of the load process this Set will be empty.
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*
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* @name Phaser.Loader.LoaderPlugin#queue
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* @type {Phaser.Structs.Set.<Phaser.Loader.File>}
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* @since 3.0.0
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*/
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this.queue = new CustomSet();
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/**
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* A temporary Set in which files are stored after processing,
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* awaiting destruction at the end of the load process.
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*
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* @name Phaser.Loader.LoaderPlugin#_deleteQueue
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* @type {Phaser.Structs.Set.<Phaser.Loader.File>}
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* @private
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* @since 3.7.0
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*/
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this._deleteQueue = new CustomSet();
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/**
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* The total number of files that failed to load during the most recent load.
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* This value is reset when you call `Loader.start`.
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*
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* @name Phaser.Loader.LoaderPlugin#totalFailed
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* @type {integer}
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* @default 0
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* @since 3.7.0
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*/
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this.totalFailed = 0;
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/**
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* The total number of files that successfully loaded during the most recent load.
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* This value is reset when you call `Loader.start`.
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*
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* @name Phaser.Loader.LoaderPlugin#totalComplete
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* @type {integer}
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* @default 0
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* @since 3.7.0
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*/
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this.totalComplete = 0;
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/**
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* The current state of the Loader.
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*
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* @name Phaser.Loader.LoaderPlugin#state
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* @type {integer}
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* @readonly
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* @since 3.0.0
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*/
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this.state = CONST.LOADER_IDLE;
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/**
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* The current index being used by multi-file loaders to avoid key clashes.
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*
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* @name Phaser.Loader.LoaderPlugin#multiKeyIndex
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* @type {integer}
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* @private
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* @since 3.20.0
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*/
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this.multiKeyIndex = 0;
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scene.sys.events.once(SceneEvents.BOOT, this.boot, this);
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scene.sys.events.on(SceneEvents.START, this.pluginStart, this);
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},
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/**
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* This method is called automatically, only once, when the Scene is first created.
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* Do not invoke it directly.
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*
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* @method Phaser.Loader.LoaderPlugin#boot
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* @private
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* @since 3.5.1
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*/
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boot: function ()
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{
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this.systems.events.once(SceneEvents.DESTROY, this.destroy, this);
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},
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/**
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* This method is called automatically by the Scene when it is starting up.
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* It is responsible for creating local systems, properties and listening for Scene events.
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* Do not invoke it directly.
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*
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* @method Phaser.Loader.LoaderPlugin#pluginStart
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* @private
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* @since 3.5.1
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*/
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pluginStart: function ()
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{
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this.systems.events.once(SceneEvents.SHUTDOWN, this.shutdown, this);
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},
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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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*
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* Useful if allowing the asset base url to be configured outside of the game code.
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*
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* Once a base URL is set it will affect every file loaded by the Loader from that point on. It does _not_ change any
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* file _already_ being loaded. To reset it, call this method with no arguments.
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*
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* @method Phaser.Loader.LoaderPlugin#setBaseURL
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* @since 3.0.0
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*
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* @param {string} [url] - The URL to use. Leave empty to reset.
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*
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* @return {Phaser.Loader.LoaderPlugin} This Loader object.
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*/
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setBaseURL: function (url)
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{
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if (url === undefined) { url = ''; }
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if (url !== '' && url.substr(-1) !== '/')
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{
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url = url.concat('/');
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}
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this.baseURL = url;
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return this;
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},
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/**
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* The value of `path`, if set, is placed before any _relative_ file path given. For example:
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*
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* ```javascript
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* this.load.setPath("images/sprites/");
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* this.load.image("ball", "ball.png");
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* this.load.image("tree", "level1/oaktree.png");
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* this.load.image("boom", "http://server.com/explode.png");
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* ```
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*
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* Would load the `ball` file from `images/sprites/ball.png` and the tree from
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* `images/sprites/level1/oaktree.png` but the file `boom` would load from the URL
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* given as it's an absolute URL.
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*
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* Please note that the path is added before the filename but *after* the baseURL (if set.)
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*
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* Once a path is set it will then affect every file added to the Loader from that point on. It does _not_ change any
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* file _already_ in the load queue. To reset it, call this method with no arguments.
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*
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* @method Phaser.Loader.LoaderPlugin#setPath
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* @since 3.0.0
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*
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* @param {string} [path] - The path to use. Leave empty to reset.
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*
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* @return {Phaser.Loader.LoaderPlugin} This Loader object.
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*/
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setPath: function (path)
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{
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if (path === undefined) { path = ''; }
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if (path !== '' && path.substr(-1) !== '/')
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{
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path = path.concat('/');
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}
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this.path = path;
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return this;
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},
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/**
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* An optional prefix that is automatically prepended to the start of every file key.
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*
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* If prefix was `MENU.` and you load an image with the key 'Background' the resulting key would be `MENU.Background`.
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*
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* Once a prefix is set it will then affect every file added to the Loader from that point on. It does _not_ change any
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* file _already_ in the load queue. To reset it, call this method with no arguments.
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*
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* @method Phaser.Loader.LoaderPlugin#setPrefix
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* @since 3.7.0
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*
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* @param {string} [prefix] - The prefix to use. Leave empty to reset.
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*
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* @return {Phaser.Loader.LoaderPlugin} This Loader object.
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*/
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setPrefix: function (prefix)
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{
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if (prefix === undefined) { prefix = ''; }
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this.prefix = prefix;
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return this;
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},
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/**
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* Sets the Cross Origin Resource Sharing value used when loading files.
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*
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* Files can override this value on a per-file basis by specifying an alternative `crossOrigin` value in their file config.
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*
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* Once CORs is set it will then affect every file loaded by the Loader from that point on, as long as they don't have
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* their own CORs setting. To reset it, call this method with no arguments.
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*
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* For more details about CORs see https://developer.mozilla.org/en-US/docs/Web/HTTP/CORS
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*
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* @method Phaser.Loader.LoaderPlugin#setCORS
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* @since 3.0.0
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*
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* @param {string} [crossOrigin] - The value to use for the `crossOrigin` property in the load request.
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*
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* @return {Phaser.Loader.LoaderPlugin} This Loader object.
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*/
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setCORS: function (crossOrigin)
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{
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this.crossOrigin = crossOrigin;
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return this;
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},
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/**
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* Adds a file, or array of files, into the load queue.
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*
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* The file must be an instance of `Phaser.Loader.File`, or a class that extends it. The Loader will check that the key
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* used by the file won't conflict with any other key either in the loader, the inflight queue or the target cache.
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* If allowed it will then add the file into the pending list, read for the load to start. Or, if the load has already
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* started, ready for the next batch of files to be pulled from the list to the inflight queue.
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*
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* You should not normally call this method directly, but rather use one of the Loader methods like `image` or `atlas`,
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* however you can call this as long as the file given to it is well formed.
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*
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* @method Phaser.Loader.LoaderPlugin#addFile
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* @fires Phaser.Loader.Events#ADD
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* @since 3.0.0
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*
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* @param {(Phaser.Loader.File|Phaser.Loader.File[])} file - The file, or array of files, to be added to the load queue.
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*/
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addFile: function (file)
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{
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if (!Array.isArray(file))
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{
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file = [ file ];
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}
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for (var i = 0; i < file.length; i++)
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{
|
|
var item = file[i];
|
|
|
|
// Does the file already exist in the cache or texture manager?
|
|
// Or will it conflict with a file already in the queue or inflight?
|
|
if (!this.keyExists(item))
|
|
{
|
|
this.list.set(item);
|
|
|
|
this.emit(Events.ADD, item.key, item.type, this, item);
|
|
|
|
if (this.isLoading())
|
|
{
|
|
this.totalToLoad++;
|
|
this.updateProgress();
|
|
}
|
|
}
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Checks the key and type of the given file to see if it will conflict with anything already
|
|
* in a Cache, the Texture Manager, or the list or inflight queues.
|
|
*
|
|
* @method Phaser.Loader.LoaderPlugin#keyExists
|
|
* @since 3.7.0
|
|
*
|
|
* @param {Phaser.Loader.File} file - The file to check the key of.
|
|
*
|
|
* @return {boolean} `true` if adding this file will cause a cache or queue conflict, otherwise `false`.
|
|
*/
|
|
keyExists: function (file)
|
|
{
|
|
var keyConflict = file.hasCacheConflict();
|
|
|
|
if (!keyConflict)
|
|
{
|
|
this.list.iterate(function (item)
|
|
{
|
|
if (item.type === file.type && item.key === file.key)
|
|
{
|
|
keyConflict = true;
|
|
|
|
return false;
|
|
}
|
|
|
|
});
|
|
}
|
|
|
|
if (!keyConflict && this.isLoading())
|
|
{
|
|
this.inflight.iterate(function (item)
|
|
{
|
|
if (item.type === file.type && item.key === file.key)
|
|
{
|
|
keyConflict = true;
|
|
|
|
return false;
|
|
}
|
|
|
|
});
|
|
|
|
this.queue.iterate(function (item)
|
|
{
|
|
if (item.type === file.type && item.key === file.key)
|
|
{
|
|
keyConflict = true;
|
|
|
|
return false;
|
|
}
|
|
|
|
});
|
|
}
|
|
|
|
return keyConflict;
|
|
},
|
|
|
|
/**
|
|
* Takes a well formed, fully parsed pack file object and adds its entries into the load queue. Usually you do not call
|
|
* this method directly, but instead use `Loader.pack` and supply a path to a JSON file that holds the
|
|
* pack data. However, if you've got the data prepared you can pass it to this method.
|
|
*
|
|
* You can also provide an optional key. If you do then it will only add the entries from that part of the pack into
|
|
* to the load queue. If not specified it will add all entries it finds. For more details about the pack file format
|
|
* see the `LoaderPlugin.pack` method.
|
|
*
|
|
* @method Phaser.Loader.LoaderPlugin#addPack
|
|
* @since 3.7.0
|
|
*
|
|
* @param {any} data - The Pack File data to be parsed and each entry of it to added to the load queue.
|
|
* @param {string} [packKey] - An optional key to use from the pack file data.
|
|
*
|
|
* @return {boolean} `true` if any files were added to the queue, otherwise `false`.
|
|
*/
|
|
addPack: function (pack, packKey)
|
|
{
|
|
// if no packKey provided we'll add everything to the queue
|
|
if (packKey && pack.hasOwnProperty(packKey))
|
|
{
|
|
pack = { packKey: pack[packKey] };
|
|
}
|
|
|
|
var total = 0;
|
|
|
|
// Store the loader settings in case this pack replaces them
|
|
var currentBaseURL = this.baseURL;
|
|
var currentPath = this.path;
|
|
var currentPrefix = this.prefix;
|
|
|
|
// Here we go ...
|
|
for (var key in pack)
|
|
{
|
|
var config = pack[key];
|
|
|
|
// Any meta data to process?
|
|
var baseURL = GetFastValue(config, 'baseURL', currentBaseURL);
|
|
var path = GetFastValue(config, 'path', currentPath);
|
|
var prefix = GetFastValue(config, 'prefix', currentPrefix);
|
|
var files = GetFastValue(config, 'files', null);
|
|
var defaultType = GetFastValue(config, 'defaultType', 'void');
|
|
|
|
if (Array.isArray(files))
|
|
{
|
|
this.setBaseURL(baseURL);
|
|
this.setPath(path);
|
|
this.setPrefix(prefix);
|
|
|
|
for (var i = 0; i < files.length; i++)
|
|
{
|
|
var file = files[i];
|
|
var type = (file.hasOwnProperty('type')) ? file.type : defaultType;
|
|
|
|
if (this[type])
|
|
{
|
|
this[type](file);
|
|
total++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Reset the loader settings
|
|
this.setBaseURL(currentBaseURL);
|
|
this.setPath(currentPath);
|
|
this.setPrefix(currentPrefix);
|
|
|
|
return (total > 0);
|
|
},
|
|
|
|
/**
|
|
* Is the Loader actively loading, or processing loaded files?
|
|
*
|
|
* @method Phaser.Loader.LoaderPlugin#isLoading
|
|
* @since 3.0.0
|
|
*
|
|
* @return {boolean} `true` if the Loader is busy loading or processing, otherwise `false`.
|
|
*/
|
|
isLoading: function ()
|
|
{
|
|
return (this.state === CONST.LOADER_LOADING || this.state === CONST.LOADER_PROCESSING);
|
|
},
|
|
|
|
/**
|
|
* Is the Loader ready to start a new load?
|
|
*
|
|
* @method Phaser.Loader.LoaderPlugin#isReady
|
|
* @since 3.0.0
|
|
*
|
|
* @return {boolean} `true` if the Loader is ready to start a new load, otherwise `false`.
|
|
*/
|
|
isReady: function ()
|
|
{
|
|
return (this.state === CONST.LOADER_IDLE || this.state === CONST.LOADER_COMPLETE);
|
|
},
|
|
|
|
/**
|
|
* Starts the Loader running. This will reset the progress and totals and then emit a `start` event.
|
|
* If there is nothing in the queue the Loader will immediately complete, otherwise it will start
|
|
* loading the first batch of files.
|
|
*
|
|
* The Loader is started automatically if the queue is populated within your Scenes `preload` method.
|
|
*
|
|
* However, outside of this, you need to call this method to start it.
|
|
*
|
|
* If the Loader is already running this method will simply return.
|
|
*
|
|
* @method Phaser.Loader.LoaderPlugin#start
|
|
* @fires Phaser.Loader.Events#START
|
|
* @since 3.0.0
|
|
*/
|
|
start: function ()
|
|
{
|
|
if (!this.isReady())
|
|
{
|
|
return;
|
|
}
|
|
|
|
this.progress = 0;
|
|
|
|
this.totalFailed = 0;
|
|
this.totalComplete = 0;
|
|
this.totalToLoad = this.list.size;
|
|
|
|
this.emit(Events.START, this);
|
|
|
|
if (this.list.size === 0)
|
|
{
|
|
this.loadComplete();
|
|
}
|
|
else
|
|
{
|
|
this.state = CONST.LOADER_LOADING;
|
|
|
|
this.inflight.clear();
|
|
this.queue.clear();
|
|
|
|
this.updateProgress();
|
|
|
|
this.checkLoadQueue();
|
|
|
|
this.systems.events.on(SceneEvents.UPDATE, this.update, this);
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Called automatically during the load process.
|
|
* It updates the `progress` value and then emits a progress event, which you can use to
|
|
* display a loading bar in your game.
|
|
*
|
|
* @method Phaser.Loader.LoaderPlugin#updateProgress
|
|
* @fires Phaser.Loader.Events#PROGRESS
|
|
* @since 3.0.0
|
|
*/
|
|
updateProgress: function ()
|
|
{
|
|
this.progress = 1 - ((this.list.size + this.inflight.size) / this.totalToLoad);
|
|
|
|
this.emit(Events.PROGRESS, this.progress);
|
|
},
|
|
|
|
/**
|
|
* Called automatically during the load process.
|
|
*
|
|
* @method Phaser.Loader.LoaderPlugin#update
|
|
* @since 3.10.0
|
|
*/
|
|
update: function ()
|
|
{
|
|
if (this.state === CONST.LOADER_LOADING && this.list.size > 0 && this.inflight.size < this.maxParallelDownloads)
|
|
{
|
|
this.checkLoadQueue();
|
|
}
|
|
},
|
|
|
|
/**
|
|
* An internal method called by the Loader.
|
|
*
|
|
* It will check to see if there are any more files in the pending list that need loading, and if so it will move
|
|
* them from the list Set into the inflight Set, set their CORs flag and start them loading.
|
|
*
|
|
* It will carrying on doing this for each file in the pending list until it runs out, or hits the max allowed parallel downloads.
|
|
*
|
|
* @method Phaser.Loader.LoaderPlugin#checkLoadQueue
|
|
* @private
|
|
* @since 3.7.0
|
|
*/
|
|
checkLoadQueue: function ()
|
|
{
|
|
this.list.each(function (file)
|
|
{
|
|
if (file.state === CONST.FILE_POPULATED || (file.state === CONST.FILE_PENDING && this.inflight.size < this.maxParallelDownloads))
|
|
{
|
|
this.inflight.set(file);
|
|
|
|
this.list.delete(file);
|
|
|
|
// If the file doesn't have its own crossOrigin set, we'll use the Loaders (which is undefined by default)
|
|
if (!file.crossOrigin)
|
|
{
|
|
file.crossOrigin = this.crossOrigin;
|
|
}
|
|
|
|
file.load();
|
|
}
|
|
|
|
if (this.inflight.size === this.maxParallelDownloads)
|
|
{
|
|
// Tells the Set iterator to abort
|
|
return false;
|
|
}
|
|
|
|
}, this);
|
|
},
|
|
|
|
/**
|
|
* An internal method called automatically by the XHRLoader belong to a File.
|
|
*
|
|
* This method will remove the given file from the inflight Set and update the load progress.
|
|
* If the file was successful its `onProcess` method is called, otherwise it is added to the delete queue.
|
|
*
|
|
* @method Phaser.Loader.LoaderPlugin#nextFile
|
|
* @fires Phaser.Loader.Events#FILE_LOAD
|
|
* @fires Phaser.Loader.Events#FILE_LOAD_ERROR
|
|
* @since 3.0.0
|
|
*
|
|
* @param {Phaser.Loader.File} file - The File that just finished loading, or errored during load.
|
|
* @param {boolean} success - `true` if the file loaded successfully, otherwise `false`.
|
|
*/
|
|
nextFile: function (file, success)
|
|
{
|
|
// Has the game been destroyed during load? If so, bail out now.
|
|
if (!this.inflight)
|
|
{
|
|
return;
|
|
}
|
|
|
|
this.inflight.delete(file);
|
|
|
|
this.updateProgress();
|
|
|
|
if (success)
|
|
{
|
|
this.totalComplete++;
|
|
|
|
this.queue.set(file);
|
|
|
|
this.emit(Events.FILE_LOAD, file);
|
|
|
|
file.onProcess();
|
|
}
|
|
else
|
|
{
|
|
this.totalFailed++;
|
|
|
|
this._deleteQueue.set(file);
|
|
|
|
this.emit(Events.FILE_LOAD_ERROR, file);
|
|
|
|
this.fileProcessComplete(file);
|
|
}
|
|
},
|
|
|
|
/**
|
|
* An internal method that is called automatically by the File when it has finished processing.
|
|
*
|
|
* If the process was successful, and the File isn't part of a MultiFile, its `addToCache` method is called.
|
|
*
|
|
* It this then removed from the queue. If there are no more files to load `loadComplete` is called.
|
|
*
|
|
* @method Phaser.Loader.LoaderPlugin#fileProcessComplete
|
|
* @since 3.7.0
|
|
*
|
|
* @param {Phaser.Loader.File} file - The file that has finished processing.
|
|
*/
|
|
fileProcessComplete: function (file)
|
|
{
|
|
// Has the game been destroyed during load? If so, bail out now.
|
|
if (!this.scene || !this.systems || !this.systems.game || this.systems.game.pendingDestroy)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// This file has failed, so move it to the failed Set
|
|
if (file.state === CONST.FILE_ERRORED)
|
|
{
|
|
if (file.multiFile)
|
|
{
|
|
file.multiFile.onFileFailed(file);
|
|
}
|
|
}
|
|
else if (file.state === CONST.FILE_COMPLETE)
|
|
{
|
|
if (file.multiFile)
|
|
{
|
|
if (file.multiFile.isReadyToProcess())
|
|
{
|
|
// If we got here then all files the link file needs are ready to add to the cache
|
|
file.multiFile.addToCache();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// If we got here, then the file processed, so let it add itself to its cache
|
|
file.addToCache();
|
|
}
|
|
}
|
|
|
|
// Remove it from the queue
|
|
this.queue.delete(file);
|
|
|
|
// Nothing left to do?
|
|
|
|
if (this.list.size === 0 && this.inflight.size === 0 && this.queue.size === 0)
|
|
{
|
|
this.loadComplete();
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Called at the end when the load queue is exhausted and all files have either loaded or errored.
|
|
* By this point every loaded file will now be in its associated cache and ready for use.
|
|
*
|
|
* Also clears down the Sets, puts progress to 1 and clears the deletion queue.
|
|
*
|
|
* @method Phaser.Loader.LoaderPlugin#loadComplete
|
|
* @fires Phaser.Loader.Events#COMPLETE
|
|
* @fires Phaser.Loader.Events#POST_PROCESS
|
|
* @since 3.7.0
|
|
*/
|
|
loadComplete: function ()
|
|
{
|
|
this.emit(Events.POST_PROCESS, this);
|
|
|
|
this.list.clear();
|
|
this.inflight.clear();
|
|
this.queue.clear();
|
|
|
|
this.progress = 1;
|
|
|
|
this.state = CONST.LOADER_COMPLETE;
|
|
|
|
this.systems.events.off(SceneEvents.UPDATE, this.update, this);
|
|
|
|
// Call 'destroy' on each file ready for deletion
|
|
this._deleteQueue.iterateLocal('destroy');
|
|
|
|
this._deleteQueue.clear();
|
|
|
|
this.emit(Events.COMPLETE, this, this.totalComplete, this.totalFailed);
|
|
},
|
|
|
|
/**
|
|
* Adds a File into the pending-deletion queue.
|
|
*
|
|
* @method Phaser.Loader.LoaderPlugin#flagForRemoval
|
|
* @since 3.7.0
|
|
*
|
|
* @param {Phaser.Loader.File} file - The File to be queued for deletion when the Loader completes.
|
|
*/
|
|
flagForRemoval: function (file)
|
|
{
|
|
this._deleteQueue.set(file);
|
|
},
|
|
|
|
/**
|
|
* Converts the given JSON data into a file that the browser then prompts you to download so you can save it locally.
|
|
*
|
|
* The data must be well formed JSON and ready-parsed, not a JavaScript object.
|
|
*
|
|
* @method Phaser.Loader.LoaderPlugin#saveJSON
|
|
* @since 3.0.0
|
|
*
|
|
* @param {*} data - The JSON data, ready parsed.
|
|
* @param {string} [filename=file.json] - The name to save the JSON file as.
|
|
*
|
|
* @return {Phaser.Loader.LoaderPlugin} This Loader plugin.
|
|
*/
|
|
saveJSON: function (data, filename)
|
|
{
|
|
return this.save(JSON.stringify(data), filename);
|
|
},
|
|
|
|
/**
|
|
* Causes the browser to save the given data as a file to its default Downloads folder.
|
|
*
|
|
* Creates a DOM level anchor link, assigns it as being a `download` anchor, sets the href
|
|
* to be an ObjectURL based on the given data, and then invokes a click event.
|
|
*
|
|
* @method Phaser.Loader.LoaderPlugin#save
|
|
* @since 3.0.0
|
|
*
|
|
* @param {*} data - The data to be saved. Will be passed through URL.createObjectURL.
|
|
* @param {string} [filename=file.json] - The filename to save the file as.
|
|
* @param {string} [filetype=application/json] - The file type to use when saving the file. Defaults to JSON.
|
|
*
|
|
* @return {Phaser.Loader.LoaderPlugin} This Loader plugin.
|
|
*/
|
|
save: function (data, filename, filetype)
|
|
{
|
|
if (filename === undefined) { filename = 'file.json'; }
|
|
if (filetype === undefined) { filetype = 'application/json'; }
|
|
|
|
var blob = new Blob([ data ], { type: filetype });
|
|
|
|
var url = URL.createObjectURL(blob);
|
|
|
|
var a = document.createElement('a');
|
|
|
|
a.download = filename;
|
|
a.textContent = 'Download ' + filename;
|
|
a.href = url;
|
|
a.click();
|
|
|
|
return this;
|
|
},
|
|
|
|
/**
|
|
* Resets the Loader.
|
|
*
|
|
* This will clear all lists and reset the base URL, path and prefix.
|
|
*
|
|
* Warning: If the Loader is currently downloading files, or has files in its queue, they will be aborted.
|
|
*
|
|
* @method Phaser.Loader.LoaderPlugin#reset
|
|
* @since 3.0.0
|
|
*/
|
|
reset: function ()
|
|
{
|
|
this.list.clear();
|
|
this.inflight.clear();
|
|
this.queue.clear();
|
|
|
|
var gameConfig = this.systems.game.config;
|
|
var sceneConfig = this.systems.settings.loader;
|
|
|
|
this.setBaseURL(GetFastValue(sceneConfig, 'baseURL', gameConfig.loaderBaseURL));
|
|
this.setPath(GetFastValue(sceneConfig, 'path', gameConfig.loaderPath));
|
|
this.setPrefix(GetFastValue(sceneConfig, 'prefix', gameConfig.loaderPrefix));
|
|
|
|
this.state = CONST.LOADER_IDLE;
|
|
},
|
|
|
|
/**
|
|
* The Scene that owns this plugin is shutting down.
|
|
* We need to kill and reset all internal properties as well as stop listening to Scene events.
|
|
*
|
|
* @method Phaser.Loader.LoaderPlugin#shutdown
|
|
* @private
|
|
* @since 3.0.0
|
|
*/
|
|
shutdown: function ()
|
|
{
|
|
this.reset();
|
|
|
|
this.state = CONST.LOADER_SHUTDOWN;
|
|
|
|
this.systems.events.off(SceneEvents.UPDATE, this.update, this);
|
|
this.systems.events.off(SceneEvents.SHUTDOWN, this.shutdown, this);
|
|
},
|
|
|
|
/**
|
|
* The Scene that owns this plugin is being destroyed.
|
|
* We need to shutdown and then kill off all external references.
|
|
*
|
|
* @method Phaser.Loader.LoaderPlugin#destroy
|
|
* @private
|
|
* @since 3.0.0
|
|
*/
|
|
destroy: function ()
|
|
{
|
|
this.shutdown();
|
|
|
|
this.state = CONST.LOADER_DESTROYED;
|
|
|
|
this.systems.events.off(SceneEvents.UPDATE, this.update, this);
|
|
this.systems.events.off(SceneEvents.START, this.pluginStart, this);
|
|
|
|
this.list = null;
|
|
this.inflight = null;
|
|
this.queue = null;
|
|
|
|
this.scene = null;
|
|
this.systems = null;
|
|
this.textureManager = null;
|
|
this.cacheManager = null;
|
|
this.sceneManager = null;
|
|
}
|
|
|
|
});
|
|
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PluginCache.register('Loader', LoaderPlugin, 'load');
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module.exports = LoaderPlugin;
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