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 FileTypesManager = require('../FileTypesManager');
var GetFastValue = require('../../utils/object/GetFastValue');
var IsPlainObject = require('../../utils/object/IsPlainObject');
var MultiFile = require('../MultiFile');
var ScriptFile = require('./ScriptFile');
/**
* @classdesc
* A Multi Script File suitable for loading by the Loader.
*
* These are created when you use the Phaser.Loader.LoaderPlugin#scripts method and are not typically created directly.
*
* For documentation about what all the arguments and configuration options mean please see Phaser.Loader.LoaderPlugin#scripts.
*
* @class MultiScriptFile
* @extends Phaser.Loader.MultiFile
* @memberof Phaser.Loader.FileTypes
* @constructor
* @since 3.17.0
*
* @param {Phaser.Loader.LoaderPlugin} loader - A reference to the Loader that is responsible for this file.
* @param {(string|Phaser.Types.Loader.FileTypes.MultiScriptFileConfig)} key - The key to use for this file, or a file configuration object.
* @param {string[]} [url] - An array of absolute or relative URLs to load the script files from. They are processed in the order given in the array.
* @param {Phaser.Types.Loader.XHRSettingsObject} [xhrSettings] - An XHR Settings configuration object for the script files. Used in replacement of the Loaders default XHR Settings.
*/
var MultiScriptFile = new Class({
Extends: MultiFile,
initialize:
function MultiScriptFile (loader, key, url, xhrSettings)
{
var extension = 'js';
var files = [];
if (IsPlainObject(key))
{
var config = key;
key = GetFastValue(config, 'key');
url = GetFastValue(config, 'url');
xhrSettings = GetFastValue(config, 'xhrSettings');
extension = GetFastValue(config, 'extension', extension);
}
if (!Array.isArray(url))
{
url = [ url ];
}
for (var i = 0; i < url.length; i++)
{
var scriptFile = new ScriptFile(loader, {
key: key + '_' + i.toString(),
url: url[i],
extension: extension,
xhrSettings: xhrSettings
});
// Override the default onProcess function
scriptFile.onProcess = function ()
{
this.onProcessComplete();
};
files.push(scriptFile);
}
MultiFile.call(this, loader, 'scripts', key, files);
},
/**
* Adds this file to its target cache upon successful loading and processing.
*
* @method Phaser.Loader.FileTypes.MultiScriptFile#addToCache
* @since 3.17.0
*/
addToCache: function ()
{
if (this.isReadyToProcess())
{
for (var i = 0; i < this.files.length; i++)
{
var file = this.files[i];
file.data = document.createElement('script');
file.data.language = 'javascript';
file.data.type = 'text/javascript';
file.data.defer = false;
file.data.text = file.xhrLoader.responseText;
document.head.appendChild(file.data);
}
this.complete = true;
}
}
});
/**
* Adds an array of Script files to the current load queue.
*
* The difference between this and the `ScriptFile` file type is that you give an array of scripts to this method,
* and the scripts are then processed _exactly_ in that order. This allows you to load a bunch of scripts that
* may have dependencies on each other without worrying about the async nature of traditional script loading.
*
* 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.scripts('PostProcess', [
* 'libs/shaders/CopyShader.js',
* 'libs/postprocessing/EffectComposer.js',
* 'libs/postprocessing/RenderPass.js',
* 'libs/postprocessing/MaskPass.js',
* 'libs/postprocessing/ShaderPass.js',
* 'libs/postprocessing/AfterimagePass.js'
* ]);
* }
* ```
*
* In the code above the script files will all be loaded in parallel but only processed (i.e. invoked) in the exact
* order given in the array.
*
* The files are **not** loaded right away. They are 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 files are queued
* it means you cannot use the files immediately after calling this method, but must wait for the files 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.
*
* The key must be a unique String and not already in-use by another file in the Loader.
*
* Instead of passing arguments you can pass a configuration object, such as:
*
* ```javascript
* this.load.scripts({
* key: 'PostProcess',
* url: [
* 'libs/shaders/CopyShader.js',
* 'libs/postprocessing/EffectComposer.js',
* 'libs/postprocessing/RenderPass.js',
* 'libs/postprocessing/MaskPass.js',
* 'libs/postprocessing/ShaderPass.js',
* 'libs/postprocessing/AfterimagePass.js'
* ]
* });
* ```
*
* See the documentation for `Phaser.Types.Loader.FileTypes.MultiScriptFileConfig` for more details.
*
* Once all the files have finished loading they will automatically be converted into a script element
* via `document.createElement('script')`. They will have their language set to JavaScript, `defer` set to
* false and then the resulting element will be appended to `document.head`. Any code then in the
* script will be executed. This is done in the exact order the files are specified in the url array.
*
* The URLs can be relative or absolute. If the URLs are relative the `Loader.baseURL` and `Loader.path` values will be prepended to them.
*
* Note: The ability to load this type of file will only be available if the MultiScript 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#scripts
* @fires Phaser.Loader.Events#ADD
* @since 3.17.0
*
* @param {(string|Phaser.Types.Loader.FileTypes.MultiScriptFileConfig|Phaser.Types.Loader.FileTypes.MultiScriptFileConfig[])} key - The key to use for this file, or a file configuration object, or array of them.
* @param {string[]} [url] - An array of absolute or relative URLs to load the script files from. They are processed in the order given in the array.
* @param {string} [extension='js'] - The default file extension to use if no url is provided.
* @param {Phaser.Types.Loader.XHRSettingsObject} [xhrSettings] - Extra XHR Settings specifically for these files.
*
* @return {this} The Loader instance.
*/
FileTypesManager.register('scripts', function (key, url, xhrSettings)
{
var multifile;
// 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++)
{
multifile = new MultiScriptFile(this, key[i]);
this.addFile(multifile.files);
}
}
else
{
multifile = new MultiScriptFile(this, key, url, xhrSettings);
this.addFile(multifile.files);
}
return this;
});
module.exports = MultiScriptFile;