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phaser

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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers from the team at Phaser Studio Inc.

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/** * @author Richard Davey <rich@phaser.io> * @copyright 2013-2025 Phaser Studio Inc. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var Class = require('../../utils/Class'); var FileTypesManager = require('../FileTypesManager'); var JSONFile = require('./JSONFile'); var LoaderEvents = require('../events'); /** * @classdesc * A single Animation JSON File suitable for loading by the Loader. * * These are created when you use the Phaser.Loader.LoaderPlugin#animation method and are not typically created directly. * * For documentation about what all the arguments and configuration options mean please see Phaser.Loader.LoaderPlugin#animation. * * @class AnimationJSONFile * @extends Phaser.Loader.File * @memberof Phaser.Loader.FileTypes * @constructor * @since 3.0.0 * * @param {Phaser.Loader.LoaderPlugin} loader - A reference to the Loader that is responsible for this file. * @param {(string|Phaser.Types.Loader.FileTypes.JSONFileConfig)} key - The key to use for this file, or a file configuration object. * @param {string} [url] - The absolute or relative URL to load this file from. If undefined or `null` it will be set to `<key>.json`, i.e. if `key` was "alien" then the URL will be "alien.json". * @param {Phaser.Types.Loader.XHRSettingsObject} [xhrSettings] - Extra XHR Settings specifically for this file. * @param {string} [dataKey] - When the JSON file loads only this property will be stored in the Cache. */ var AnimationJSONFile = new Class({ Extends: JSONFile, initialize: // url can either be a string, in which case it is treated like a proper url, or an object, in which case it is treated as a ready-made JS Object // dataKey allows you to pluck a specific object out of the JSON and put just that into the cache, rather than the whole thing function AnimationJSONFile (loader, key, url, xhrSettings, dataKey) { JSONFile.call(this, loader, key, url, xhrSettings, dataKey); this.type = 'animationJSON'; }, /** * Called automatically by Loader.nextFile. * This method controls what extra work this File does with its loaded data. * * @method Phaser.Loader.FileTypes.AnimationJSONFile#onProcess * @since 3.7.0 */ onProcess: function () { // We need to hook into this event: this.loader.once(LoaderEvents.POST_PROCESS, this.onLoadComplete, this); // But the rest is the same as a normal JSON file JSONFile.prototype.onProcess.call(this); }, /** * Called at the end of the load process, after the Loader has finished all files in its queue. * * @method Phaser.Loader.FileTypes.AnimationJSONFile#onLoadComplete * @since 3.7.0 */ onLoadComplete: function () { this.loader.systems.anims.fromJSON(this.data); } }); /** * Adds an Animation JSON Data file, or array of Animation JSON files, to the current load queue. * * You can call this method from within your Scene's `preload`, along with any other files you wish to load: * * ```javascript * function preload () * { * this.load.animation('baddieAnims', 'files/BaddieAnims.json'); * } * ``` * * The file is **not** loaded right away. It is added to a queue ready to be loaded either when the loader starts, * or if it's already running, when the next free load slot becomes available. This happens automatically if you * are calling this from within the Scene's `preload` method, or a related callback. Because the file is queued * it means you cannot use the file immediately after calling this method, but must wait for the file to complete. * The typical flow for a Phaser Scene is that you load assets in the Scene's `preload` method and then when the * Scene's `create` method is called you are guaranteed that all of those assets are ready for use and have been * loaded. * * If you call this from outside of `preload` then you are responsible for starting the Loader afterwards and monitoring * its events to know when it's safe to use the asset. Please see the Phaser.Loader.LoaderPlugin class for more details. * * The key must be a unique String. It is used to add the file to the global JSON Cache upon a successful load. * The key should be unique both in terms of files being loaded and files already present in the JSON Cache. * Loading a file using a key that is already taken will result in a warning. If you wish to replace an existing file * then remove it from the JSON Cache first, before loading a new one. * * Instead of passing arguments you can pass a configuration object, such as: * * ```javascript * this.load.animation({ * key: 'baddieAnims', * url: 'files/BaddieAnims.json' * }); * ``` * * See the documentation for `Phaser.Types.Loader.FileTypes.JSONFileConfig` for more details. * * Once the file has finished loading it will automatically be passed to the global Animation Managers `fromJSON` method. * This will parse all of the JSON data and create animation data from it. This process happens at the very end * of the Loader, once every other file in the load queue has finished. The reason for this is to allow you to load * both animation data and the images it relies upon in the same load call. * * Once the animation data has been parsed you will be able to play animations using that data. * Please see the Animation Manager `fromJSON` method for more details about the format and playback. * * You can also access the raw animation data from its Cache using its key: * * ```javascript * this.load.animation('baddieAnims', 'files/BaddieAnims.json'); * // and later in your game ... * var data = this.cache.json.get('baddieAnims'); * ``` * * If you have specified a prefix in the loader, via `Loader.setPrefix` then this value will be prepended to this files * key. For example, if the prefix was `LEVEL1.` and the key was `Waves` the final key will be `LEVEL1.Waves` and * this is what you would use to retrieve the text from the JSON Cache. * * The URL can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it. * * If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is "data" * and no URL is given then the Loader will set the URL to be "data.json". It will always add `.json` as the extension, although * this can be overridden if using an object instead of method arguments. If you do not desire this action then provide a URL. * * You can also optionally provide a `dataKey` to use. This allows you to extract only a part of the JSON and store it in the Cache, * rather than the whole file. For example, if your JSON data had a structure like this: * * ```json * { * "level1": { * "baddies": { * "aliens": {}, * "boss": {} * } * }, * "level2": {}, * "level3": {} * } * ``` * * And if you only wanted to create animations from the `boss` data, then you could pass `level1.baddies.boss`as the `dataKey`. * * Note: The ability to load this type of file will only be available if the JSON File type has been built into Phaser. * It is available in the default build but can be excluded from custom builds. * * @method Phaser.Loader.LoaderPlugin#animation * @fires Phaser.Loader.Events#ADD * @since 3.0.0 * * @param {(string|Phaser.Types.Loader.FileTypes.JSONFileConfig|Phaser.Types.Loader.FileTypes.JSONFileConfig[])} key - The key to use for this file, or a file configuration object, or array of them. * @param {string} [url] - The absolute or relative URL to load this file from. If undefined or `null` it will be set to `<key>.json`, i.e. if `key` was "alien" then the URL will be "alien.json". * @param {string} [dataKey] - When the Animation JSON file loads only this property will be stored in the Cache and used to create animation data. * @param {Phaser.Types.Loader.XHRSettingsObject} [xhrSettings] - An XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings. * * @return {this} The Loader instance. */ FileTypesManager.register('animation', function (key, url, dataKey, xhrSettings) { // Supports an Object file definition in the key argument // Or an array of objects in the key argument // Or a single entry where all arguments have been defined if (Array.isArray(key)) { for (var i = 0; i < key.length; i++) { this.addFile(new AnimationJSONFile(this, key[i])); } } else { this.addFile(new AnimationJSONFile(this, key, url, xhrSettings, dataKey)); } return this; }); module.exports = AnimationJSONFile;