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import CancelablePromise from "cancelable-promise";
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import { Scene } from "phaser";
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import Texture = Phaser.Textures.Texture;
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/**
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* A wrapper around Phaser LoaderPlugin. Each method returns a (cancelable) Promise that resolves as soon as
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* the file is loaded.
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*
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* As a bonus, if the scene is destroyed BEFORE the promise resolves, the promise is canceled automatically.
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* So there is no risk of trying to add a resource on a closed scene.
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*/
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export class SuperLoaderPlugin {
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constructor(private scene: Scene) {}
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public spritesheet(
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key: string,
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url: string,
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frameConfig?: Phaser.Types.Loader.FileTypes.ImageFrameConfig,
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xhrSettings?: Phaser.Types.Loader.XHRSettingsObject
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) {
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return this.loadResource<Texture>(
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() => {
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this.scene.load.spritesheet(key, url, frameConfig, xhrSettings);
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},
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key,
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url,
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() => {
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if (this.scene.load.textureManager.exists(key)) {
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return this.scene.load.textureManager.get(key);
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}
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return undefined;
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},
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"spritesheet"
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);
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}
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public image(key: string, url: string, xhrSettings?: Phaser.Types.Loader.XHRSettingsObject) {
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return this.loadResource<Texture>(
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() => {
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this.scene.load.image(key, url, xhrSettings);
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},
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key,
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url,
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() => {
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if (this.scene.load.textureManager.exists(key)) {
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return this.scene.load.textureManager.get(key);
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}
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return undefined;
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},
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"image"
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);
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}
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/**
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* @param key
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* @param url
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* @param dataKey
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* @param xhrSettings
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* @param immediateCallback The function returns a promise BUT the "then" promise will be triggered after the current Javascript thread finishes. In case of Phaser loader, this can be a problem if you want to add additional resources to the loader in the callback. The "immediateCallback" triggers directly in the
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*/
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public json(
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key: string,
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url: string,
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dataKey?: string,
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xhrSettings?: Phaser.Types.Loader.XHRSettingsObject,
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immediateCallback?: (key: string, type: string, data: unknown) => void
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) {
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return this.loadResource<unknown>(
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() => {
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this.scene.load.json(key, url, dataKey, xhrSettings);
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},
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key,
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url,
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() => {
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if (this.scene.load.cacheManager.json.exists(key)) {
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return this.scene.load.cacheManager.json.get(key);
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}
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return undefined;
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},
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"json",
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immediateCallback
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);
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}
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/**
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* @param callback The function that calls the loader to load a resource
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* @param key The key of the resource to be loaded
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* @param fromCache A function that checks in the cache if the resource is already available
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* @param type The type of resource loaded
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* @param immediateCallback The function returns a promise BUT the "then" promise will be triggered after the current Javascript thread finishes. In case of Phaser loader, this can be a problem if you want to add additional resources to the loader in the callback. The "immediateCallback" triggers directly in the
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* @private
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*/
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private loadResource<T>(
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callback: () => void,
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key: string,
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url: string,
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fromCache: () => T | undefined,
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type: string,
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immediateCallback?: (key: string, type: string, data: unknown) => void
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): CancelablePromise<T> {
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// If for some reason, the "url" is empty, let's reject the promise.
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if (!url) {
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console.error("Tried to load an empty " + type + ". URL is missing.");
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return CancelablePromise.reject(Error("Failed loading " + type + ": URL is empty"));
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}
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return new CancelablePromise<T>((res, rej, cancel) => {
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if (this.scene.scene.settings.status === Phaser.Scenes.DESTROYED) {
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rej(new Error("Trying to load a " + type + " in a Scene that is already destroyed."));
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}
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const resource = fromCache();
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if (resource !== undefined) {
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return res(resource);
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}
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let destroySceneEventRegistered = false;
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const unloadCallbacks = () => {
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this.scene.load.off("filecomplete-" + type + "-" + key, successCallback);
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this.scene.load.off("loaderror", errorCallback);
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if (destroySceneEventRegistered) {
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this.scene.events.off(Phaser.Scenes.Events.DESTROY, unloadCallbacks);
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}
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};
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const errorCallback = (file: { src: string }) => {
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if (file.src !== url) return;
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console.error("Failed loading " + type + ": ", url);
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rej(new Error('Failed loading "+type+": "' + url + '"'));
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unloadCallbacks();
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};
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const successCallback = (key: string, type: string, data: unknown) => {
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this.scene.load.off("loaderror", errorCallback);
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this.scene.events.off(Phaser.Scenes.Events.DESTROY, unloadCallbacks);
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const resource = fromCache();
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if (!resource) {
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return rej(new Error("Newly loaded resource not available in cache"));
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}
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res(resource);
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// The "then" callbacks registered on the promise are not executed immediately when "res" is called.
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// Instead, they are called after the current JS thread finishes.
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// In some cases, we want the callbacks to execute right now. In particular if we load a map / json file
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// that contains references to other files that needs to be loaded.
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if (immediateCallback) {
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immediateCallback(key, type, data);
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}
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console.log("Resolve done for ", url);
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};
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cancel(() => {
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unloadCallbacks();
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});
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callback();
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this.scene.load.once("filecomplete-" + type + "-" + key, successCallback);
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this.scene.load.on("loaderror", errorCallback);
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if (this.scene.scene.settings.status > Phaser.Scenes.LOADING) {
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// When the scene is destroyed, let's remove our callbacks.
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// We only need to register this destroy event is the scene is not in loading state (otherwise, Phaser
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// will take care of that for us).
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destroySceneEventRegistered = true;
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this.scene.events.once(Phaser.Scenes.Events.DESTROY, unloadCallbacks);
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// Let's start the loader if we are no more in the scene loading state
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this.scene.load.start();
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// Due to a bug, if the loader is already started, additional items are not added.... unless we
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// explicitly call the "update" method.
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this.scene.load.update();
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}
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});
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}
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}
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