mirror of
https://github.com/photonstorm/phaser
synced 2024-11-27 07:01:20 +00:00
455 lines
No EOL
14 KiB
TypeScript
455 lines
No EOL
14 KiB
TypeScript
/// <reference path="Game.ts" />
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/**
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* Phaser - Loader
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*
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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 for progress and completion callbacks.
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*/
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module Phaser {
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export class Loader {
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/**
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* Loader constructor
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*
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* @param game {Phaser.Game} Current game instance.
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* @param callback {function} This will be called when assets completely loaded.
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*/
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constructor(game: Game, callback) {
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this._game = game;
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this._gameCreateComplete = callback;
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this._keys = [];
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this._fileList = {};
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this._xhr = new XMLHttpRequest();
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this._queueSize = 0;
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}
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/**
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* Local private reference to game.
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*/
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private _game: Game;
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/**
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* Array stors assets keys. So you can get that asset by its unique key.
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*/
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private _keys: string[];
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/**
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* Contains all the assets file infos.
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*/
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private _fileList;
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/**
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* Game initialial assets loading callback.
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*/
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private _gameCreateComplete;
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private _onComplete;
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private _onFileLoad;
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/**
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* Indicates assets loading progress. (from 0 to 100)
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* @type {number}
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*/
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private _progressChunk: number;
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private _xhr: XMLHttpRequest;
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/**
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* Length of assets queue.
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* @type {number}
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*/
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private _queueSize: number;
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/**
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* True if game is completely loaded.
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* @type {boolean}
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*/
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public hasLoaded: bool;
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/**
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* Loading progress (from 0 to 1)
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* @type {number}
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*/
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public progress: number;
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/**
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* Reset loader, this will remove all loaded assets.
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*/
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public reset() {
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this._queueSize = 0;
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}
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public get queueSize(): number {
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return this._queueSize;
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}
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/**
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* Add a new image asset loading request with key and url.
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* @param key {string} Unique asset key of this image file.
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* @param url {string} URL of image file.
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*/
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public addImageFile(key: string, url: string) {
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if (this.checkKeyExists(key) === false)
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{
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this._queueSize++;
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this._fileList[key] = { type: 'image', key: key, url: url, data: null, error: false, loaded: false };
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this._keys.push(key);
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}
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}
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/**
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* Add a new sprite sheet loading request.
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* @param key {string} Unique asset key of the sheet file.
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* @param url {string} URL of sheet file.
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* @param frameWidth {number} Width of each single frame.
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* @param frameHeight {number} Height of each single frame.
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* @param frameMax {number} How many frames in this sprite sheet.
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*/
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public addSpriteSheet(key: string, url: string, frameWidth: number, frameHeight: number, frameMax?: number = -1) {
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if (this.checkKeyExists(key) === false)
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{
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this._queueSize++;
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this._fileList[key] = { type: 'spritesheet', key: key, url: url, data: null, frameWidth: frameWidth, frameHeight: frameHeight, frameMax: frameMax, error: false, loaded: false };
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this._keys.push(key);
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}
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}
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/**
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* Add a new texture atlas loading request.
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* @param key {string} Unique asset key of the texture atlas file.
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* @param url {string} URL of texture atlas file.
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* @param jsonURL {string} Optional, url of JSON data file.
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* @param jsonData {object} Optional, JSON data object.
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*/
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public addTextureAtlas(key: string, url: string, jsonURL?: string = null, jsonData? = null) {
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if (this.checkKeyExists(key) === false)
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{
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if (jsonURL !== null)
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{
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// A URL to a json file has been given
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this._queueSize++;
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this._fileList[key] = { type: 'textureatlas', key: key, url: url, data: null, jsonURL: jsonURL, jsonData: null, error: false, loaded: false };
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this._keys.push(key);
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}
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else
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{
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// A json string or object has been given
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if (typeof jsonData === 'string')
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{
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var data = JSON.parse(jsonData);
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// Malformed?
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if (data['frames'])
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{
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this._queueSize++;
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this._fileList[key] = { type: 'textureatlas', key: key, url: url, data: null, jsonURL: null, jsonData: data['frames'], error: false, loaded: false };
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this._keys.push(key);
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}
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}
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else
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{
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// Malformed?
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if (jsonData['frames'])
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{
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this._queueSize++;
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this._fileList[key] = { type: 'textureatlas', key: key, url: url, data: null, jsonURL: null, jsonData: jsonData['frames'], error: false, loaded: false };
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this._keys.push(key);
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}
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}
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}
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}
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}
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/**
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* Add a new audio file loading request.
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* @param key {string} Unique asset key of the audio file.
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* @param url {string} URL of audio file.
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*/
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public addAudioFile(key: string, url: string) {
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if (this.checkKeyExists(key) === false)
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{
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this._queueSize++;
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this._fileList[key] = { type: 'audio', key: key, url: url, data: null, buffer: null, error: false, loaded: false };
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this._keys.push(key);
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}
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}
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/**
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* Add a new text file loading request.
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* @param key {string} Unique asset key of the text file.
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* @param url {string} URL of text file.
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*/
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public addTextFile(key: string, url: string) {
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if (this.checkKeyExists(key) === false)
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{
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this._queueSize++;
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this._fileList[key] = { type: 'text', key: key, url: url, data: null, error: false, loaded: false };
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this._keys.push(key);
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}
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}
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/**
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* Remove loading request of a file.
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* @param key {string} Key of the file you want to remove.
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*/
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public removeFile(key: string) {
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delete this._fileList[key];
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}
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/**
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* Remove all file loading requests.
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*/
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public removeAll() {
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this._fileList = {};
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}
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/**
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* Load assets.
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* @param onFileLoadCallback {function} Called when each file loaded successfully.
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* @param onCompleteCallback {function} Called when all assets completely loaded.
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*/
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public load(onFileLoadCallback = null, onCompleteCallback = null) {
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this.progress = 0;
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this.hasLoaded = false;
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this._onComplete = onCompleteCallback;
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if (onCompleteCallback == null)
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{
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this._onComplete = this._game.onCreateCallback;
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}
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this._onFileLoad = onFileLoadCallback;
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if (this._keys.length > 0)
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{
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this._progressChunk = 100 / this._keys.length;
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this.loadFile();
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}
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else
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{
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this.progress = 1;
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this.hasLoaded = true;
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this._gameCreateComplete.call(this._game);
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if (this._onComplete !== null)
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{
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this._onComplete.call(this._game.callbackContext);
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}
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}
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}
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/**
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* Load files. Private method ONLY used by loader.
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*/
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private loadFile() {
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var file = this._fileList[this._keys.pop()];
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// Image or Data?
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switch (file.type)
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{
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case 'image':
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case 'spritesheet':
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case 'textureatlas':
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file.data = new Image();
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file.data.name = file.key;
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file.data.onload = () => this.fileComplete(file.key);
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file.data.onerror = () => this.fileError(file.key);
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file.data.src = file.url;
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break;
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case 'audio':
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this._xhr.open("GET", file.url, true);
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this._xhr.responseType = "arraybuffer";
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this._xhr.onload = () => this.fileComplete(file.key);
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this._xhr.onerror = () => this.fileError(file.key);
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this._xhr.send();
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break;
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case 'text':
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this._xhr.open("GET", file.url, true);
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this._xhr.responseType = "text";
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this._xhr.onload = () => this.fileComplete(file.key);
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this._xhr.onerror = () => this.fileError(file.key);
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this._xhr.send();
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break;
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}
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}
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/**
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* Error occured when load a file.
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* @param key {string} Key of the error loading file.
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*/
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private fileError(key: string) {
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this._fileList[key].loaded = true;
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this._fileList[key].error = true;
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this.nextFile(key, false);
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}
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/**
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* Called when a file is successfully loaded.
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* @param key {string} Key of the successfully loaded file.
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*/
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private fileComplete(key: string) {
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this._fileList[key].loaded = true;
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var file = this._fileList[key];
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var loadNext: bool = true;
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switch (file.type)
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{
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case 'image':
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this._game.cache.addImage(file.key, file.url, file.data);
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break;
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case 'spritesheet':
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this._game.cache.addSpriteSheet(file.key, file.url, file.data, file.frameWidth, file.frameHeight, file.frameMax);
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break;
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case 'textureatlas':
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if (file.jsonURL == null)
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{
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this._game.cache.addTextureAtlas(file.key, file.url, file.data, file.jsonData);
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}
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else
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{
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// Load the JSON before carrying on with the next file
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loadNext = false;
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this._xhr.open("GET", file.jsonURL, true);
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this._xhr.responseType = "text";
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this._xhr.onload = () => this.jsonLoadComplete(file.key);
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this._xhr.onerror = () => this.jsonLoadError(file.key);
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this._xhr.send();
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}
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break;
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case 'audio':
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file.data = this._xhr.response;
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this._game.cache.addSound(file.key, file.url, file.data);
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break;
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case 'text':
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file.data = this._xhr.response;
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this._game.cache.addText(file.key, file.url, file.data);
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break;
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}
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if (loadNext)
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{
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this.nextFile(key, true);
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}
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}
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/**
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* Successfully loaded a JSON file.
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* @param key {string} Key of the loaded JSON file.
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*/
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private jsonLoadComplete(key: string) {
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var data = JSON.parse(this._xhr.response);
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// Malformed?
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if (data['frames'])
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{
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var file = this._fileList[key];
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this._game.cache.addTextureAtlas(file.key, file.url, file.data, data['frames']);
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}
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this.nextFile(key, true);
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}
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/**
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* Error occured when load a JSON.
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* @param key {string} Key of the error loading JSON file.
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*/
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private jsonLoadError(key: string) {
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var file = this._fileList[key];
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file.error = true;
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this.nextFile(key, true);
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}
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/**
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* Handle loading next file.
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* @param previousKey {string} Key of previous loaded asset.
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* @param success {boolean} Whether the previous asset loaded successfully or not.
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*/
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private nextFile(previousKey: string, success: bool) {
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this.progress = Math.round(this.progress + this._progressChunk);
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if (this.progress > 1)
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{
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this.progress = 1;
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}
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if (this._onFileLoad)
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{
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this._onFileLoad.call(this._game.callbackContext, this.progress, previousKey, success);
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}
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if (this._keys.length > 0)
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{
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this.loadFile();
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}
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else
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{
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this.hasLoaded = true;
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this.removeAll();
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this._gameCreateComplete.call(this._game);
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if (this._onComplete !== null)
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{
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this._onComplete.call(this._game.callbackContext);
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}
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}
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}
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/**
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* Check whether asset exists with a specific key.
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* @param key {string} 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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private checkKeyExists(key: string): bool {
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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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} |