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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JavaScript
/**
* @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 CONST = require('../const');
var File = require('../File');
var FileTypesManager = require('../FileTypesManager');
var GetFastValue = require('../../utils/object/GetFastValue');
var IsPlainObject = require('../../utils/object/IsPlainObject');
var GetURL = require('../GetURL');
/**
* @classdesc
* A single Image File suitable for loading by the Loader.
*
* These are created when you use the Phaser.Loader.LoaderPlugin#image method and are not typically created directly.
*
* For documentation about what all the arguments and configuration options mean please see Phaser.Loader.LoaderPlugin#image.
*
* @class ImageFile
* @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.ImageFileConfig)} key - The key to use for this file, or a file configuration object.
* @param {string|string[]} [url] - The absolute or relative URL to load this file from. If undefined or `null` it will be set to `<key>.png`, i.e. if `key` was "alien" then the URL will be "alien.png".
* @param {Phaser.Types.Loader.XHRSettingsObject} [xhrSettings] - Extra XHR Settings specifically for this file.
* @param {Phaser.Types.Loader.FileTypes.ImageFrameConfig} [frameConfig] - The frame configuration object. Only provided for, and used by, Sprite Sheets.
*/
var ImageFile = new Class({
Extends: File,
initialize:
function ImageFile (loader, key, url, xhrSettings, frameConfig)
{
var extension = 'png';
var normalMapURL;
if (IsPlainObject(key))
{
var config = key;
key = GetFastValue(config, 'key');
url = GetFastValue(config, 'url');
normalMapURL = GetFastValue(config, 'normalMap');
xhrSettings = GetFastValue(config, 'xhrSettings');
extension = GetFastValue(config, 'extension', extension);
frameConfig = GetFastValue(config, 'frameConfig');
}
if (Array.isArray(url))
{
normalMapURL = url[1];
url = url[0];
}
var fileConfig = {
type: 'image',
cache: loader.textureManager,
extension: extension,
responseType: 'blob',
key: key,
url: url,
xhrSettings: xhrSettings,
config: frameConfig
};
File.call(this, loader, fileConfig);
// Do we have a normal map to load as well?
if (normalMapURL)
{
var normalMap = new ImageFile(loader, this.key, normalMapURL, xhrSettings, frameConfig);
normalMap.type = 'normalMap';
this.setLink(normalMap);
loader.addFile(normalMap);
}
this.useImageElementLoad = (loader.imageLoadType === 'HTMLImageElement') || this.base64;
if (this.useImageElementLoad)
{
this.load = this.loadImage;
this.onProcess = this.onProcessImage;
}
},
/**
* Called automatically by Loader.nextFile.
* This method controls what extra work this File does with its loaded data.
*
* @method Phaser.Loader.FileTypes.ImageFile#onProcess
* @since 3.7.0
*/
onProcess: function ()
{
this.state = CONST.FILE_PROCESSING;
this.data = new Image();
this.data.crossOrigin = this.crossOrigin;
var _this = this;
this.data.onload = function ()
{
File.revokeObjectURL(_this.data);
_this.onProcessComplete();
};
this.data.onerror = function ()
{
File.revokeObjectURL(_this.data);
_this.onProcessError();
};
File.createObjectURL(this.data, this.xhrLoader.response, 'image/png');
},
/**
* Handles image load processing.
*
* @method Phaser.Loader.FileTypes.ImageFile#onProcessImage
* @private
* @since 3.60.0
*/
onProcessImage: function ()
{
var result = this.state;
this.state = CONST.FILE_PROCESSING;
if (result === CONST.FILE_LOADED)
{
this.onProcessComplete();
}
else
{
this.onProcessError();
}
},
/**
* Loads the image using either XHR or an Image tag.
*
* @method Phaser.Loader.FileTypes.ImageFile#loadImage
* @private
* @since 3.60.0
*/
loadImage: function ()
{
this.state = CONST.FILE_LOADING;
this.src = GetURL(this, this.loader.baseURL);
this.data = new Image();
this.data.crossOrigin = this.crossOrigin;
var _this = this;
this.data.onload = function ()
{
_this.state = CONST.FILE_LOADED;
_this.loader.nextFile(_this, true);
};
this.data.onerror = function ()
{
_this.loader.nextFile(_this, false);
};
this.data.src = this.src;
},
/**
* Adds this file to its target cache upon successful loading and processing.
*
* @method Phaser.Loader.FileTypes.ImageFile#addToCache
* @since 3.7.0
*/
addToCache: function ()
{
// Check if we have a linked normal map
var linkFile = this.linkFile;
if (linkFile)
{
// We do, but has it loaded?
if (linkFile.state >= CONST.FILE_COMPLETE)
{
if (linkFile.type === 'spritesheet')
{
linkFile.addToCache();
}
else if (this.type === 'normalMap')
{
// linkFile.data = Image
// this.data = Normal Map
this.cache.addImage(this.key, linkFile.data, this.data);
}
else
{
// linkFile.data = Normal Map
// this.data = Image
this.cache.addImage(this.key, this.data, linkFile.data);
}
}
// Nothing to do here, we'll use the linkFile `addToCache` call
// to process this pair
}
else
{
this.cache.addImage(this.key, this.data);
}
}
});
/**
* Adds an Image, or array of Images, 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.image('logo', 'images/phaserLogo.png');
* }
* ```
*
* 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.
*
* Phaser can load all common image types: png, jpg, gif and any other format the browser can natively handle.
* If you try to load an animated gif only the first frame will be rendered. Browsers do not natively support playback
* of animated gifs to Canvas elements.
*
* The key must be a unique String. It is used to add the file to the global Texture Manager upon a successful load.
* The key should be unique both in terms of files being loaded and files already present in the Texture Manager.
* 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 Texture Manager first, before loading a new one.
*
* Instead of passing arguments you can pass a configuration object, such as:
*
* ```javascript
* this.load.image({
* key: 'logo',
* url: 'images/AtariLogo.png'
* });
* ```
*
* See the documentation for `Phaser.Types.Loader.FileTypes.ImageFileConfig` for more details.
*
* Once the file has finished loading you can use it as a texture for a Game Object by referencing its key:
*
* ```javascript
* this.load.image('logo', 'images/AtariLogo.png');
* // and later in your game ...
* this.add.image(x, y, 'logo');
* ```
*
* 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 `MENU.` and the key was `Background` the final key will be `MENU.Background` and
* this is what you would use to retrieve the image from the Texture Manager.
*
* 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 "alien"
* and no URL is given then the Loader will set the URL to be "alien.png". It will always add `.png` 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.
*
* Phaser also supports the automatic loading of associated normal maps. If you have a normal map to go with this image,
* then you can specify it by providing an array as the `url` where the second element is the normal map:
*
* ```javascript
* this.load.image('logo', [ 'images/AtariLogo.png', 'images/AtariLogo-n.png' ]);
* ```
*
* Or, if you are using a config object use the `normalMap` property:
*
* ```javascript
* this.load.image({
* key: 'logo',
* url: 'images/AtariLogo.png',
* normalMap: 'images/AtariLogo-n.png'
* });
* ```
*
* The normal map file is subject to the same conditions as the image file with regard to the path, baseURL, CORs and XHR Settings.
* Normal maps are a WebGL only feature.
*
* In Phaser 3.60 a new property was added that allows you to control how images are loaded. By default, images are loaded via XHR as Blobs.
* However, you can set `loader.imageLoadType: "HTMLImageElement"` in the Game Configuration and instead, the Loader will load all images
* via the Image tag instead.
*
* Note: The ability to load this type of file will only be available if the Image 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#image
* @fires Phaser.Loader.Events#ADD
* @since 3.0.0
*
* @param {(string|Phaser.Types.Loader.FileTypes.ImageFileConfig|Phaser.Types.Loader.FileTypes.ImageFileConfig[])} key - The key to use for this file, or a file configuration object, or array of them.
* @param {string|string[]} [url] - The absolute or relative URL to load this file from. If undefined or `null` it will be set to `<key>.png`, i.e. if `key` was "alien" then the URL will be "alien.png".
* @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('image', function (key, url, xhrSettings)
{
if (Array.isArray(key))
{
for (var i = 0; i < key.length; i++)
{
// If it's an array it has to be an array of Objects, so we get everything out of the 'key' object
this.addFile(new ImageFile(this, key[i]));
}
}
else
{
this.addFile(new ImageFile(this, key, url, xhrSettings));
}
return this;
});
module.exports = ImageFile;