phaser/TS Source/loader/Loader.js
2013-08-28 07:02:57 +01:00

503 lines
21 KiB
JavaScript

/// <reference path="../_definitions.ts" />
/**
* Phaser - Loader
*
* The Loader handles loading all external content such as Images, Sounds, Texture Atlases and data files.
* It uses a combination of Image() loading and xhr and provides for progress and completion callbacks.
*/
var Phaser;
(function (Phaser) {
var Loader = (function () {
/**
* Loader constructor
*
* @param game {Phaser.Game} Current game instance.
*/
function Loader(game) {
/**
* The crossOrigin value applied to loaded images
* @type {string}
*/
this.crossOrigin = '';
// If you want to append a URL before the path of any asset you can set this here.
// Useful if you need to allow an asset url to be configured outside of the game code.
// MUST have / on the end of it!
this.baseURL = '';
this.game = game;
this._keys = [];
this._fileList = {
};
this._xhr = new XMLHttpRequest();
this._queueSize = 0;
this.isLoading = false;
this.onFileComplete = new Phaser.Signal();
this.onFileError = new Phaser.Signal();
this.onLoadStart = new Phaser.Signal();
this.onLoadComplete = new Phaser.Signal();
}
Loader.TEXTURE_ATLAS_JSON_ARRAY = 0;
Loader.TEXTURE_ATLAS_JSON_HASH = 1;
Loader.TEXTURE_ATLAS_XML_STARLING = 2;
Loader.prototype.reset = /**
* Reset loader, this will remove all loaded assets.
*/
function () {
this._queueSize = 0;
this.isLoading = false;
};
Object.defineProperty(Loader.prototype, "queueSize", {
get: function () {
return this._queueSize;
},
enumerable: true,
configurable: true
});
Loader.prototype.image = /**
* Add a new image asset loading request with key and url.
* @param key {string} Unique asset key of this image file.
* @param url {string} URL of image file.
*/
function (key, url, overwrite) {
if (typeof overwrite === "undefined") { overwrite = false; }
if(overwrite == true || this.checkKeyExists(key) == false) {
this._queueSize++;
this._fileList[key] = {
type: 'image',
key: key,
url: url,
data: null,
error: false,
loaded: false
};
this._keys.push(key);
}
};
Loader.prototype.spritesheet = /**
* Add a new sprite sheet loading request.
* @param key {string} Unique asset key of the sheet file.
* @param url {string} URL of sheet file.
* @param frameWidth {number} Width of each single frame.
* @param frameHeight {number} Height of each single frame.
* @param frameMax {number} How many frames in this sprite sheet.
*/
function (key, url, frameWidth, frameHeight, frameMax) {
if (typeof frameMax === "undefined") { frameMax = -1; }
if(this.checkKeyExists(key) === false) {
this._queueSize++;
this._fileList[key] = {
type: 'spritesheet',
key: key,
url: url,
data: null,
frameWidth: frameWidth,
frameHeight: frameHeight,
frameMax: frameMax,
error: false,
loaded: false
};
this._keys.push(key);
}
};
Loader.prototype.atlas = /**
* Add a new texture atlas loading request.
* @param key {string} Unique asset key of the texture atlas file.
* @param textureURL {string} The url of the texture atlas image file.
* @param [atlasURL] {string} The url of the texture atlas data file (json/xml)
* @param [atlasData] {object} A JSON or XML data object.
* @param [format] {number} A value describing the format of the data.
*/
function (key, textureURL, atlasURL, atlasData, format) {
if (typeof atlasURL === "undefined") { atlasURL = null; }
if (typeof atlasData === "undefined") { atlasData = null; }
if (typeof format === "undefined") { format = Loader.TEXTURE_ATLAS_JSON_ARRAY; }
if(this.checkKeyExists(key) === false) {
if(atlasURL !== null) {
// A URL to a json/xml file has been given
this._queueSize++;
this._fileList[key] = {
type: 'textureatlas',
key: key,
url: textureURL,
atlasURL: atlasURL,
data: null,
format: format,
error: false,
loaded: false
};
this._keys.push(key);
} else {
if(format == Loader.TEXTURE_ATLAS_JSON_ARRAY) {
// A json string or object has been given
if(typeof atlasData === 'string') {
atlasData = JSON.parse(atlasData);
}
this._queueSize++;
this._fileList[key] = {
type: 'textureatlas',
key: key,
url: textureURL,
data: null,
atlasURL: null,
atlasData: atlasData,
format: format,
error: false,
loaded: false
};
this._keys.push(key);
} else if(format == Loader.TEXTURE_ATLAS_XML_STARLING) {
// An xml string or object has been given
if(typeof atlasData === 'string') {
var xml;
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;
}
}
this._queueSize++;
this._fileList[key] = {
type: 'textureatlas',
key: key,
url: textureURL,
data: null,
atlasURL: null,
atlasData: atlasData,
format: format,
error: false,
loaded: false
};
this._keys.push(key);
}
}
}
};
Loader.prototype.audio = /**
* Add a new audio file loading request.
* @param key {string} Unique asset key of the audio file.
* @param urls {Array} An array containing the URLs of the audio files, i.e.: [ 'jump.mp3', 'jump.ogg', 'jump.m4a' ]
* @param autoDecode {bool} 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.
*/
function (key, urls, autoDecode) {
if (typeof autoDecode === "undefined") { autoDecode = true; }
if(this.checkKeyExists(key) === false) {
this._queueSize++;
this._fileList[key] = {
type: 'audio',
key: key,
url: urls,
data: null,
buffer: null,
error: false,
loaded: false,
autoDecode: autoDecode
};
this._keys.push(key);
}
};
Loader.prototype.text = /**
* Add a new text file loading request.
* @param key {string} Unique asset key of the text file.
* @param url {string} URL of text file.
*/
function (key, url) {
if(this.checkKeyExists(key) === false) {
this._queueSize++;
this._fileList[key] = {
type: 'text',
key: key,
url: url,
data: null,
error: false,
loaded: false
};
this._keys.push(key);
}
};
Loader.prototype.removeFile = /**
* Remove loading request of a file.
* @param key {string} Key of the file you want to remove.
*/
function (key) {
delete this._fileList[key];
};
Loader.prototype.removeAll = /**
* Remove all file loading requests.
*/
function () {
this._fileList = {
};
};
Loader.prototype.start = /**
* Load assets.
*/
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();
}
};
Loader.prototype.loadFile = /**
* Load files. Private method ONLY used by loader.
*/
function () {
var _this = this;
var file = this._fileList[this._keys.pop()];
// Image or Data?
switch(file.type) {
case 'image':
case 'spritesheet':
case 'textureatlas':
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 somehow. 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();
}
}
}
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;
}
};
Loader.prototype.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;
};
Loader.prototype.fileError = /**
* Error occured when load a file.
* @param key {string} Key of the error loading file.
*/
function (key) {
this._fileList[key].loaded = true;
this._fileList[key].error = true;
this.onFileError.dispatch(key);
throw new Error("Phaser.Loader error loading file: " + key);
this.nextFile(key, false);
};
Loader.prototype.fileComplete = /**
* Called when a file is successfully loaded.
* @param key {string} Key of the successfully loaded file.
*/
function (key) {
var _this = this;
if(!this._fileList[key]) {
throw new Error('Phaser.Loader fileComplete invalid key ' + key);
return;
}
this._fileList[key].loaded = true;
var file = this._fileList[key];
var loadNext = true;
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 '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 == Loader.TEXTURE_ATLAS_JSON_ARRAY) {
this._xhr.onload = function () {
return _this.jsonLoadComplete(file.key);
};
} else if(file.format == 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 '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);
}
};
Loader.prototype.jsonLoadComplete = /**
* Successfully loaded a JSON file.
* @param key {string} Key of the loaded JSON file.
*/
function (key) {
var data = JSON.parse(this._xhr.response);
var file = this._fileList[key];
this.game.cache.addTextureAtlas(file.key, file.url, file.data, data, file.format);
this.nextFile(key, true);
};
Loader.prototype.dataLoadError = /**
* Error occured when load a JSON.
* @param key {string} Key of the error loading JSON file.
*/
function (key) {
var file = this._fileList[key];
file.error = true;
throw new Error("Phaser.Loader dataLoadError: " + key);
this.nextFile(key, true);
};
Loader.prototype.xmlLoadComplete = function (key) {
var atlasData = this._xhr.response;
var xml;
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 XML given");
}
var file = this._fileList[key];
this.game.cache.addTextureAtlas(file.key, file.url, file.data, xml, file.format);
this.nextFile(key, true);
};
Loader.prototype.nextFile = /**
* Handle loading next file.
* @param previousKey {string} Key of previous loaded asset.
* @param success {bool} Whether the previous asset loaded successfully or not.
*/
function (previousKey, success) {
this.progress = Math.round(this.progress + this._progressChunk);
if(this.progress > 100) {
this.progress = 100;
}
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();
}
};
Loader.prototype.checkKeyExists = /**
* Check whether asset exists with a specific key.
* @param key {string} Key of the asset you want to check.
* @return {bool} Return true if exists, otherwise return false.
*/
function (key) {
if(this._fileList[key]) {
return true;
} else {
return false;
}
};
return Loader;
})();
Phaser.Loader = Loader;
})(Phaser || (Phaser = {}));