mirror of
https://github.com/photonstorm/phaser
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228 lines
6.5 KiB
JavaScript
228 lines
6.5 KiB
JavaScript
/**
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* @author Richard Davey <rich@phaser.io>
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* @copyright 2013-2024 Phaser Studio Inc.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
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var BaseCache = require('./BaseCache');
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var Class = require('../utils/Class');
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var GameEvents = require('../core/events');
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/**
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* @classdesc
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* The Cache Manager is the global cache owned and maintained by the Game instance.
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*
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* Various systems, such as the file Loader, rely on this cache in order to store the files
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* it has loaded. The manager itself doesn't store any files, but instead owns multiple BaseCache
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* instances, one per type of file. You can also add your own custom caches.
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*
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* @class CacheManager
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* @memberof Phaser.Cache
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* @constructor
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* @since 3.0.0
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*
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* @param {Phaser.Game} game - A reference to the Phaser.Game instance that owns this CacheManager.
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*/
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var CacheManager = new Class({
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initialize:
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function CacheManager (game)
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{
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/**
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* A reference to the Phaser.Game instance that owns this CacheManager.
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*
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* @name Phaser.Cache.CacheManager#game
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* @type {Phaser.Game}
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* @protected
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* @since 3.0.0
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*/
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this.game = game;
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/**
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* A Cache storing all binary files, typically added via the Loader.
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*
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* @name Phaser.Cache.CacheManager#binary
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* @type {Phaser.Cache.BaseCache}
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* @since 3.0.0
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*/
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this.binary = new BaseCache();
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/**
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* A Cache storing all bitmap font data files, typically added via the Loader.
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* Only the font data is stored in this cache, the textures are part of the Texture Manager.
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*
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* @name Phaser.Cache.CacheManager#bitmapFont
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* @type {Phaser.Cache.BaseCache}
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* @since 3.0.0
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*/
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this.bitmapFont = new BaseCache();
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/**
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* A Cache storing all JSON data files, typically added via the Loader.
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*
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* @name Phaser.Cache.CacheManager#json
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* @type {Phaser.Cache.BaseCache}
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* @since 3.0.0
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*/
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this.json = new BaseCache();
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/**
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* A Cache storing all physics data files, typically added via the Loader.
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*
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* @name Phaser.Cache.CacheManager#physics
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* @type {Phaser.Cache.BaseCache}
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* @since 3.0.0
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*/
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this.physics = new BaseCache();
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/**
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* A Cache storing all shader source files, typically added via the Loader.
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*
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* @name Phaser.Cache.CacheManager#shader
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* @type {Phaser.Cache.BaseCache}
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* @since 3.0.0
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*/
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this.shader = new BaseCache();
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/**
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* A Cache storing all non-streaming audio files, typically added via the Loader.
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*
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* @name Phaser.Cache.CacheManager#audio
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* @type {Phaser.Cache.BaseCache}
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* @since 3.0.0
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*/
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this.audio = new BaseCache();
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/**
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* A Cache storing all non-streaming video files, typically added via the Loader.
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*
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* @name Phaser.Cache.CacheManager#video
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* @type {Phaser.Cache.BaseCache}
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* @since 3.20.0
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*/
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this.video = new BaseCache();
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/**
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* A Cache storing all text files, typically added via the Loader.
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*
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* @name Phaser.Cache.CacheManager#text
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* @type {Phaser.Cache.BaseCache}
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* @since 3.0.0
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*/
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this.text = new BaseCache();
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/**
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* A Cache storing all html files, typically added via the Loader.
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*
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* @name Phaser.Cache.CacheManager#html
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* @type {Phaser.Cache.BaseCache}
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* @since 3.12.0
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*/
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this.html = new BaseCache();
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/**
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* A Cache storing all WaveFront OBJ files, typically added via the Loader.
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*
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* @name Phaser.Cache.CacheManager#obj
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* @type {Phaser.Cache.BaseCache}
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* @since 3.0.0
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*/
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this.obj = new BaseCache();
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/**
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* A Cache storing all tilemap data files, typically added via the Loader.
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* Only the data is stored in this cache, the textures are part of the Texture Manager.
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*
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* @name Phaser.Cache.CacheManager#tilemap
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* @type {Phaser.Cache.BaseCache}
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* @since 3.0.0
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*/
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this.tilemap = new BaseCache();
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/**
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* A Cache storing all xml data files, typically added via the Loader.
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*
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* @name Phaser.Cache.CacheManager#xml
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* @type {Phaser.Cache.BaseCache}
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* @since 3.0.0
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*/
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this.xml = new BaseCache();
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/**
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* An object that contains your own custom BaseCache entries.
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* Add to this via the `addCustom` method.
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*
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* @name Phaser.Cache.CacheManager#custom
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* @type {Object.<Phaser.Cache.BaseCache>}
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* @since 3.0.0
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*/
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this.custom = {};
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this.game.events.once(GameEvents.DESTROY, this.destroy, this);
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},
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/**
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* Add your own custom Cache for storing your own files.
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* The cache will be available under `Cache.custom.key`.
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* The cache will only be created if the key is not already in use.
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*
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* @method Phaser.Cache.CacheManager#addCustom
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* @since 3.0.0
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*
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* @param {string} key - The unique key of your custom cache.
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*
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* @return {Phaser.Cache.BaseCache} A reference to the BaseCache that was created. If the key was already in use, a reference to the existing cache is returned instead.
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*/
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addCustom: function (key)
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{
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if (!this.custom.hasOwnProperty(key))
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{
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this.custom[key] = new BaseCache();
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}
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return this.custom[key];
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},
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/**
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* Removes all entries from all BaseCaches and destroys all custom caches.
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*
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* @method Phaser.Cache.CacheManager#destroy
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* @since 3.0.0
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*/
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destroy: function ()
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{
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var keys = [
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'binary',
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'bitmapFont',
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'json',
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'physics',
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'shader',
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'audio',
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'video',
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'text',
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'html',
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'obj',
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'tilemap',
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'xml'
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];
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for (var i = 0; i < keys.length; i++)
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{
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this[keys[i]].destroy();
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this[keys[i]] = null;
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}
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for (var key in this.custom)
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{
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this.custom[key].destroy();
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}
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this.custom = null;
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this.game = null;
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}
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});
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module.exports = CacheManager;
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