UNPKG

phaser

Version:

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

348 lines (303 loc) 12.5 kB
/** * @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;