feat: added loadTilemapFromObject
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@ -42,7 +42,7 @@
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{
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"columns":8,
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"firstgid":1,
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"image":"forest_tileset.png",
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"image":"shattered_sword_assets/tilemaps/forest_tileset.png",
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"imageheight":128,
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"imagewidth":128,
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"margin":0,
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@ -81,6 +81,10 @@ export default class ResourceManager {
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private loadonly_gl_ShaderProgramsToLoad: number;
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private loadonly_gl_ShaderLoadingQueue: Queue<KeyPath_Shader>;
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private loadonly_tilemapObjectToLoad: number;
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private loadonly_tilemapObjectLoaded: number;
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private loadonly_tilemapObjectLoadingQueue: Queue<KeyMapPair>;
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private gl_ShaderPrograms: Map<WebGLProgramType>;
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private gl_Textures: Map<number>;
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@ -137,6 +141,10 @@ export default class ResourceManager {
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this.resourcesToUnload = new Array();
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this.resourcesToKeep = new Array();
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this.loadonly_tilemapObjectToLoad = 0;
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this.loadonly_tilemapObjectToLoad = 0;
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this.loadonly_tilemapObjectLoadingQueue = new Queue();
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};
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/* ######################################## SINGLETON ########################################*/
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@ -311,26 +319,30 @@ export default class ResourceManager {
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this.loading = true;
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// Load everything in the queues. Tilemaps have to come before images because they will add new images to the queue
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this.loadTilemapsFromQueue(() => {
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console.log("Loaded Tilemaps");
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this.loadSpritesheetsFromQueue(() => {
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console.log("Loaded Spritesheets");
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this.loadImagesFromQueue(() => {
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console.log("Loaded Images");
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this.loadAudioFromQueue(() => {
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console.log("Loaded Audio");
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this.loadObjectsFromQueue(() => {
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console.log("Loaded Objects");
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if (this.gl_WebGLActive) {
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this.gl_LoadShadersFromQueue(() => {
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console.log("Loaded Shaders");
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this.loadTilemapObjectFromQueue(() => {
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console.log("Loaded TilemapObjects");
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this.loadTilemapsFromQueue(() => {
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console.log("Loaded Tilemaps");
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this.loadSpritesheetsFromQueue(() => {
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console.log("Loaded Spritesheets");
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this.loadImagesFromQueue(() => {
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console.log("Loaded Images");
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this.loadAudioFromQueue(() => {
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console.log("Loaded Audio");
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this.loadObjectsFromQueue(() => {
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console.log("Loaded Objects");
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if (this.gl_WebGLActive) {
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this.gl_LoadShadersFromQueue(() => {
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console.log("Loaded Shaders");
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this.finishLoading(callback);
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});
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} else {
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this.finishLoading(callback);
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});
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} else {
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this.finishLoading(callback);
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}
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})
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}
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})
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});
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});
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});
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});
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@ -976,11 +988,32 @@ export default class ResourceManager {
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// Customized funtions below
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// These funtions are NOT well tested!!!
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// Only used for shatted sword specific purpose!!!
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// Only used for shattered sword specific purpose!!!
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// Use them carefully!!!
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public loadSingleTilemap(key: string, tiledMap: TiledTilemapData, callbackIfLast: Function): void {
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public tilemapFromObject(key: string, tilemap: TiledTilemapData): void {
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this.loadonly_tilemapObjectLoadingQueue.enqueue({ key: key, map: tilemap });
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}
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private loadTilemapObjectFromQueue(onFinishLoading: Function) {
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this.loadonly_tilemapObjectToLoad = this.loadonly_tilemapObjectLoadingQueue.getSize();
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this.loadonly_tilemapObjectLoaded = 0;
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// If no items to load, we're finished
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if (this.loadonly_tilemapObjectToLoad === 0) {
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onFinishLoading();
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return;
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}
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while (this.loadonly_tilemapObjectLoadingQueue.hasItems()) {
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let map = this.loadonly_tilemapObjectLoadingQueue.dequeue();
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this.loadTilemapFromObject(map.key, map.map, onFinishLoading);
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}
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}
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private loadTilemapFromObject(key: string, tiledMap: TiledTilemapData, callbackIfLast: Function): void {
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// We can parse the object later - it's much faster than loading
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this.tilemaps.add(key, tiledMap);
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let resource = new ResourceReference(key, ResourceType.TILEMAP);
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@ -989,7 +1022,7 @@ export default class ResourceManager {
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if (tileset.image) {
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let key = tileset.image;
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let path = key;
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this.loadSingleImage(key, path, true , callbackIfLast);
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this.loadonly_imageLoadingQueue.enqueue({ key: key, path: path, isDependency: true });
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// Add this image as a dependency to the tilemap
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resource.addDependency(new ResourceReference(key, ResourceType.IMAGE));
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@ -998,24 +1031,17 @@ export default class ResourceManager {
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// Add the resource reference to the list of resource to unload
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this.resourcesToUnload.push(resource);
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this.finishLoadingTilemapObject(callbackIfLast);
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}
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private loadSingleSpritesheet(key: string, pathToSpritesheetJSON: string, callbackIfLast: Function): void {
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this.loadTextFile(pathToSpritesheetJSON, (fileText: string) => {
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let spritesheet = <Spritesheet>JSON.parse(fileText);
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private finishLoadingTilemapObject(callback: Function): void {
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this.loadonly_tilemapObjectLoaded += 1;
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// We can parse the object later - it's much faster than loading
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this.spritesheets.add(key, spritesheet);
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let resource = new ResourceReference(key, ResourceType.SPRITESHEET);
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// Grab the image we need to load and add it to the imageloading queue
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let path = StringUtils.getPathFromFilePath(pathToSpritesheetJSON) + spritesheet.spriteSheetImage;
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this.loadSingleImage(spritesheet.name, path, true, callbackIfLast);
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resource.addDependency(new ResourceReference(spritesheet.name, ResourceType.IMAGE));
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this.resourcesToUnload.push(resource);
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});
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if (this.loadonly_tilemapObjectLoaded === this.loadonly_tilemapObjectToLoad) {
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// We're done loading tilemaps
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callback();
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}
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}
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public loadSingleImage(key: string, path: string, isDependency: boolean, callbackIfLast: Function): void {
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@ -1025,10 +1051,7 @@ export default class ResourceManager {
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// Add to loaded images
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this.images.add(key, image);
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// If not a dependency, push it to the unload list. Otherwise it's managed by something else
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if (!isDependency) {
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this.resourcesToUnload.push(new ResourceReference(key, ResourceType.IMAGE));
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}
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this.resourcesToUnload.push(new ResourceReference(key, ResourceType.IMAGE));
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// If WebGL is active, create a texture
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if (this.gl_WebGLActive) {
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@ -1038,11 +1061,10 @@ export default class ResourceManager {
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// Finish image load
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this.finishLoadingSingleObject(callbackIfLast);
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}
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image.src = path;
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}
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private loadSingleAudio(key: string, path: string, callbackIfLast: Function): void {
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public loadSingleAudio(key: string, path: string, callbackIfLast: Function): void {
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let audioCtx = AudioManager.getInstance().getAudioContext();
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let request = new XMLHttpRequest();
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@ -1122,6 +1144,11 @@ class KeyPathPair {
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isDependency?: boolean = false;
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}
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class KeyMapPair {
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key: string;
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map: TiledTilemapData;
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}
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class KeyPath_Shader {
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key: string;
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vpath: string;
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@ -9,7 +9,10 @@ export default class Tutorial extends GameLevel{
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loadScene(): void {
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// Load resources
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this.load.tilemap("forest1", "shattered_sword_assets/tilemaps/Tutorial.json");
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// this.load.tilemap("forest1", "shattered_sword_assets/tilemaps/Tutorial.json");
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let map = localStorage.getItem("map");
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this.load.tilemapFromObject("forest1", JSON.parse(map));
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this.load.spritesheet("player", "shattered_sword_assets/spritesheets/Hiro.json")
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//load music here
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}
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