reverted resourceManager

This commit is contained in:
OfficialCHenry 2022-04-13 23:17:00 -04:00
parent 1f0764087a
commit 6e34e8b2d4
2 changed files with 237 additions and 115 deletions

View File

@ -16,7 +16,7 @@ import WebGLProgramType from "../DataTypes/Rendering/WebGLProgramType";
export default class ResourceManager {
// Instance for the singleton class
private static instance: ResourceManager;
// Booleans to keep track of whether or not the ResourceManager is currently loading something
/** Whether or not any resources are loading */
private loading: boolean;
@ -81,11 +81,15 @@ export default class ResourceManager {
private loadonly_gl_ShaderProgramsToLoad: number;
private loadonly_gl_ShaderLoadingQueue: Queue<KeyPath_Shader>;
private loadonly_tilemapObjectToLoad: number;
private loadonly_tilemapObjectLoaded: number;
private loadonly_tilemapObjectLoadingQueue: Queue<KeyMapPair>;
private gl_ShaderPrograms: Map<WebGLProgramType>;
private gl_Textures: Map<number>;
private gl_NextTextureID: number;
private gl_Buffers: Map<WebGLBuffer>;
private gl_Buffers: Map<WebGLBuffer>;
private gl: WebGLRenderingContext;
@ -96,7 +100,7 @@ export default class ResourceManager {
/** A list of resources to keep until further notice */
private resourcesToKeep: Array<ResourceReference>;
private constructor(){
private constructor() {
this.loading = false;
this.justLoaded = false;
@ -137,6 +141,10 @@ export default class ResourceManager {
this.resourcesToUnload = new Array();
this.resourcesToKeep = new Array();
this.loadonly_tilemapObjectToLoad = 0;
this.loadonly_tilemapObjectToLoad = 0;
this.loadonly_tilemapObjectLoadingQueue = new Queue();
};
/* ######################################## SINGLETON ########################################*/
@ -145,7 +153,7 @@ export default class ResourceManager {
* @returns The resource manager
*/
static getInstance(): ResourceManager {
if(!this.instance){
if (!this.instance) {
this.instance = new ResourceManager();
}
@ -161,7 +169,7 @@ export default class ResourceManager {
public useWebGL(flag: boolean, gl: WebGLRenderingContext): void {
this.gl_WebGLActive = flag;
if(this.gl_WebGLActive){
if (this.gl_WebGLActive) {
this.gl = gl;
}
}
@ -172,7 +180,7 @@ export default class ResourceManager {
* @param path The path to the image to load
*/
public image(key: string, path: string): void {
this.loadonly_imageLoadingQueue.enqueue({key: key, path: path});
this.loadonly_imageLoadingQueue.enqueue({ key: key, path: path });
}
/**
@ -190,9 +198,9 @@ export default class ResourceManager {
*/
public getImage(key: string): HTMLImageElement {
let image = this.images.get(key);
if(image === undefined){
throw `There is no image associated with key "${key}"`
}
// if (image === undefined) {
// throw `There is no image associated with key "${key}"`
// }
return image;
}
@ -202,7 +210,7 @@ export default class ResourceManager {
* @param path The path to the spritesheet to load
*/
public spritesheet(key: string, path: string): void {
this.loadonly_spritesheetLoadingQueue.enqueue({key: key, path: path});
this.loadonly_spritesheetLoadingQueue.enqueue({ key: key, path: path });
}
/**
@ -228,14 +236,14 @@ export default class ResourceManager {
* @param path The path to the audio file to load
*/
public audio(key: string, path: string): void {
this.loadonly_audioLoadingQueue.enqueue({key: key, path: path});
this.loadonly_audioLoadingQueue.enqueue({ key: key, path: path });
}
/**
* Tells the resource manager to keep this resource
* @param key The key of the resource
*/
public keepAudio(key: string): void {
public keepAudio(key: string): void {
this.keepResource(key, ResourceType.AUDIO);
}
@ -254,14 +262,14 @@ export default class ResourceManager {
* @param path The path to the tilemap to load
*/
public tilemap(key: string, path: string): void {
this.loadonly_tilemapLoadingQueue.enqueue({key: key, path: path});
this.loadonly_tilemapLoadingQueue.enqueue({ key: key, path: path });
}
/**
* Tells the resource manager to keep this resource
* @param key The key of the resource
*/
public keepTilemap(key: string): void {
public keepTilemap(key: string): void {
this.keepResource(key, ResourceType.TILEMAP);
}
@ -279,15 +287,15 @@ export default class ResourceManager {
* @param key The key to associate with the loaded object
* @param path The path to the json file to load
*/
public object(key: string, path: string){
this.loadonly_jsonLoadingQueue.enqueue({key: key, path: path});
public object(key: string, path: string) {
this.loadonly_jsonLoadingQueue.enqueue({ key: key, path: path });
}
/**
* Tells the resource manager to keep this resource
* @param key The key of the resource
*/
public keepObject(key: string): void {
public keepObject(key: string): void {
this.keepResource(key, ResourceType.JSON);
}
@ -296,7 +304,7 @@ export default class ResourceManager {
* @param key The key of the loaded object
* @returns The object data associated with the key
*/
public getObject(key: string){
public getObject(key: string) {
return this.jsonObjects.get(key);
}
@ -311,26 +319,30 @@ export default class ResourceManager {
this.loading = true;
// Load everything in the queues. Tilemaps have to come before images because they will add new images to the queue
this.loadTilemapsFromQueue(() => {
console.log("Loaded Tilemaps");
this.loadSpritesheetsFromQueue(() => {
console.log("Loaded Spritesheets");
this.loadImagesFromQueue(() => {
console.log("Loaded Images");
this.loadAudioFromQueue(() => {
console.log("Loaded Audio");
this.loadObjectsFromQueue(() => {
console.log("Loaded Objects");
if(this.gl_WebGLActive){
this.gl_LoadShadersFromQueue(() => {
console.log("Loaded Shaders");
this.loadTilemapObjectFromQueue(() => {
console.log("Loaded TilemapObjects");
this.loadTilemapsFromQueue(() => {
console.log("Loaded Tilemaps");
this.loadSpritesheetsFromQueue(() => {
console.log("Loaded Spritesheets");
this.loadImagesFromQueue(() => {
console.log("Loaded Images");
this.loadAudioFromQueue(() => {
console.log("Loaded Audio");
this.loadObjectsFromQueue(() => {
console.log("Loaded Objects");
if (this.gl_WebGLActive) {
this.gl_LoadShadersFromQueue(() => {
console.log("Loaded Shaders");
this.finishLoading(callback);
});
} else {
this.finishLoading(callback);
});
} else {
this.finishLoading(callback);
}
})
}
})
});
});
});
});
@ -345,12 +357,12 @@ export default class ResourceManager {
}
/* ######################################## UNLOAD FUNCTION ########################################*/
private keepResource(key: string, type: ResourceType): void {
console.log("Keep resource...");
for(let i = 0; i < this.resourcesToUnload.length; i++){
for (let i = 0; i < this.resourcesToUnload.length; i++) {
let resource = this.resourcesToUnload[i];
if(resource.key === key && resource.resourceType === type){
if (resource.key === key && resource.resourceType === type) {
console.log("Found resource " + key + " of type " + type + ". Keeping.");
let resourceToMove = this.resourcesToUnload.splice(i, 1);
this.resourcesToKeep.push(...resourceToMove);
@ -358,7 +370,7 @@ export default class ResourceManager {
}
}
}
/**
* Deletes references to all resources in the resource manager
*/
@ -366,7 +378,7 @@ export default class ResourceManager {
this.loading = false;
this.justLoaded = false;
for(let resource of this.resourcesToUnload){
for (let resource of this.resourcesToUnload) {
// Unload the resource
this.unloadResource(resource);
}
@ -374,10 +386,10 @@ export default class ResourceManager {
private unloadResource(resource: ResourceReference): void {
// Delete the resource itself
switch(resource.resourceType){
switch (resource.resourceType) {
case ResourceType.IMAGE:
this.images.delete(resource.key);
if(this.gl_WebGLActive){
if (this.gl_WebGLActive) {
this.gl_Textures.delete(resource.key);
}
break;
@ -400,7 +412,7 @@ export default class ResourceManager {
}
// Delete any dependencies
for(let dependency of resource.dependencies){
for (let dependency of resource.dependencies) {
this.unloadResource(dependency);
}
}
@ -415,12 +427,12 @@ export default class ResourceManager {
this.loadonly_tilemapsLoaded = 0;
// If no items to load, we're finished
if(this.loadonly_tilemapsToLoad === 0){
if (this.loadonly_tilemapsToLoad === 0) {
onFinishLoading();
return;
}
while(this.loadonly_tilemapLoadingQueue.hasItems()){
while (this.loadonly_tilemapLoadingQueue.hasItems()) {
let tilemap = this.loadonly_tilemapLoadingQueue.dequeue();
this.loadTilemap(tilemap.key, tilemap.path, onFinishLoading);
}
@ -435,25 +447,25 @@ export default class ResourceManager {
private loadTilemap(key: string, pathToTilemapJSON: string, callbackIfLast: Function): void {
this.loadTextFile(pathToTilemapJSON, (fileText: string) => {
let tilemapObject = <TiledTilemapData>JSON.parse(fileText);
// We can parse the object later - it's much faster than loading
this.tilemaps.add(key, tilemapObject);
let resource = new ResourceReference(key, ResourceType.TILEMAP);
// Grab the tileset images we need to load and add them to the imageloading queue
for(let tileset of tilemapObject.tilesets){
if(tileset.image){
for (let tileset of tilemapObject.tilesets) {
if (tileset.image) {
let key = tileset.image;
let path = StringUtils.getPathFromFilePath(pathToTilemapJSON) + key;
this.loadonly_imageLoadingQueue.enqueue({key: key, path: path, isDependency: true});
this.loadonly_imageLoadingQueue.enqueue({ key: key, path: path, isDependency: true });
// Add this image as a dependency to the tilemap
resource.addDependency(new ResourceReference(key, ResourceType.IMAGE));
} else if(tileset.tiles){
for(let tile of tileset.tiles){
} else if (tileset.tiles) {
for (let tile of tileset.tiles) {
let key = tile.image;
let path = StringUtils.getPathFromFilePath(pathToTilemapJSON) + key;
this.loadonly_imageLoadingQueue.enqueue({key: key, path: path, isDependency: true});
this.loadonly_imageLoadingQueue.enqueue({ key: key, path: path, isDependency: true });
// Add this image as a dependency to the tilemap
resource.addDependency(new ResourceReference(key, ResourceType.IMAGE));
@ -476,7 +488,7 @@ export default class ResourceManager {
private finishLoadingTilemap(callback: Function): void {
this.loadonly_tilemapsLoaded += 1;
if(this.loadonly_tilemapsLoaded === this.loadonly_tilemapsToLoad){
if (this.loadonly_tilemapsLoaded === this.loadonly_tilemapsToLoad) {
// We're done loading tilemaps
callback();
}
@ -491,12 +503,12 @@ export default class ResourceManager {
this.loadonly_spritesheetsLoaded = 0;
// If no items to load, we're finished
if(this.loadonly_spritesheetsToLoad === 0){
if (this.loadonly_spritesheetsToLoad === 0) {
onFinishLoading();
return;
}
while(this.loadonly_spritesheetLoadingQueue.hasItems()){
while (this.loadonly_spritesheetLoadingQueue.hasItems()) {
let spritesheet = this.loadonly_spritesheetLoadingQueue.dequeue();
this.loadSpritesheet(spritesheet.key, spritesheet.path, onFinishLoading);
}
@ -511,7 +523,7 @@ export default class ResourceManager {
private loadSpritesheet(key: string, pathToSpritesheetJSON: string, callbackIfLast: Function): void {
this.loadTextFile(pathToSpritesheetJSON, (fileText: string) => {
let spritesheet = <Spritesheet>JSON.parse(fileText);
// We can parse the object later - it's much faster than loading
this.spritesheets.add(key, spritesheet);
@ -519,7 +531,7 @@ export default class ResourceManager {
// Grab the image we need to load and add it to the imageloading queue
let path = StringUtils.getPathFromFilePath(pathToSpritesheetJSON) + spritesheet.spriteSheetImage;
this.loadonly_imageLoadingQueue.enqueue({key: spritesheet.name, path: path, isDependency: true});
this.loadonly_imageLoadingQueue.enqueue({ key: spritesheet.name, path: path, isDependency: true });
resource.addDependency(new ResourceReference(spritesheet.name, ResourceType.IMAGE));
this.resourcesToUnload.push(resource);
@ -536,7 +548,7 @@ export default class ResourceManager {
private finishLoadingSpritesheet(callback: Function): void {
this.loadonly_spritesheetsLoaded += 1;
if(this.loadonly_spritesheetsLoaded === this.loadonly_spritesheetsToLoad){
if (this.loadonly_spritesheetsLoaded === this.loadonly_spritesheetsToLoad) {
// We're done loading spritesheets
callback();
}
@ -551,12 +563,12 @@ export default class ResourceManager {
this.loadonly_imagesLoaded = 0;
// If no items to load, we're finished
if(this.loadonly_imagesToLoad === 0){
if (this.loadonly_imagesToLoad === 0) {
onFinishLoading();
return;
}
while(this.loadonly_imageLoadingQueue.hasItems()){
while (this.loadonly_imageLoadingQueue.hasItems()) {
let image = this.loadonly_imageLoadingQueue.dequeue();
this.loadImage(image.key, image.path, image.isDependency, onFinishLoading);
}
@ -576,12 +588,12 @@ export default class ResourceManager {
this.images.add(key, image);
// If not a dependency, push it to the unload list. Otherwise it's managed by something else
if(!isDependency){
if (!isDependency) {
this.resourcesToUnload.push(new ResourceReference(key, ResourceType.IMAGE));
}
// If WebGL is active, create a texture
if(this.gl_WebGLActive){
if (this.gl_WebGLActive) {
this.createWebGLTexture(key, image);
}
@ -599,7 +611,7 @@ export default class ResourceManager {
private finishLoadingImage(callback: Function): void {
this.loadonly_imagesLoaded += 1;
if(this.loadonly_imagesLoaded === this.loadonly_imagesToLoad ){
if (this.loadonly_imagesLoaded === this.loadonly_imagesToLoad) {
// We're done loading images
callback();
}
@ -609,17 +621,17 @@ export default class ResourceManager {
* Loads all audio currently in the tilemap loading queue
* @param onFinishLoading The function to call when tilemaps are done loading
*/
private loadAudioFromQueue(onFinishLoading: Function){
private loadAudioFromQueue(onFinishLoading: Function) {
this.loadonly_audioToLoad = this.loadonly_audioLoadingQueue.getSize();
this.loadonly_audioLoaded = 0;
// If no items to load, we're finished
if(this.loadonly_audioToLoad === 0){
if (this.loadonly_audioToLoad === 0) {
onFinishLoading();
return;
}
while(this.loadonly_audioLoadingQueue.hasItems()){
while (this.loadonly_audioLoadingQueue.hasItems()) {
let audio = this.loadonly_audioLoadingQueue.dequeue();
this.loadAudio(audio.key, audio.path, onFinishLoading);
}
@ -646,7 +658,7 @@ export default class ResourceManager {
// Finish loading sound
this.finishLoadingAudio(callbackIfLast);
}, (error) =>{
}, (error) => {
throw "Error loading sound";
});
}
@ -660,7 +672,7 @@ export default class ResourceManager {
private finishLoadingAudio(callback: Function): void {
this.loadonly_audioLoaded += 1;
if(this.loadonly_audioLoaded === this.loadonly_audioToLoad){
if (this.loadonly_audioLoaded === this.loadonly_audioToLoad) {
// We're done loading audio
callback();
}
@ -675,12 +687,12 @@ export default class ResourceManager {
this.loadonly_jsonLoaded = 0;
// If no items to load, we're finished
if(this.loadonly_jsonToLoad === 0){
if (this.loadonly_jsonToLoad === 0) {
onFinishLoading();
return;
}
while(this.loadonly_jsonLoadingQueue.hasItems()){
while (this.loadonly_jsonLoadingQueue.hasItems()) {
let obj = this.loadonly_jsonLoadingQueue.dequeue();
this.loadObject(obj.key, obj.path, onFinishLoading);
}
@ -710,7 +722,7 @@ export default class ResourceManager {
private finishLoadingObject(callback: Function): void {
this.loadonly_jsonLoaded += 1;
if(this.loadonly_jsonLoaded === this.loadonly_jsonToLoad){
if (this.loadonly_jsonLoaded === this.loadonly_jsonToLoad) {
// We're done loading objects
callback();
}
@ -762,7 +774,7 @@ export default class ResourceManager {
private getTextureID(id: number): number {
// Start with 9 cases - this can be expanded if needed, but for the best performance,
// Textures should be stitched into an atlas
switch(id){
switch (id) {
case 0: return this.gl.TEXTURE0;
case 1: return this.gl.TEXTURE1;
case 2: return this.gl.TEXTURE2;
@ -777,7 +789,7 @@ export default class ResourceManager {
}
public createBuffer(key: string): void {
if(this.gl_WebGLActive){
if (this.gl_WebGLActive) {
let buffer = this.gl.createBuffer();
this.gl_Buffers.add(key, buffer);
@ -794,14 +806,14 @@ export default class ResourceManager {
let splitPath = vShaderFilepath.split(".");
let end = splitPath[splitPath.length - 1];
if(end !== "vshader"){
if (end !== "vshader") {
throw `${vShaderFilepath} is not a valid vertex shader - must end in ".vshader`;
}
splitPath = fShaderFilepath.split(".");
end = splitPath[splitPath.length - 1];
if(end !== "fshader"){
if (end !== "fshader") {
throw `${fShaderFilepath} is not a valid vertex shader - must end in ".fshader`;
}
@ -817,7 +829,7 @@ export default class ResourceManager {
* Tells the resource manager to keep this resource
* @param key The key of the resource
*/
public keepShader(key: string): void {
public keepShader(key: string): void {
this.keepResource(key, ResourceType.IMAGE);
}
@ -826,12 +838,12 @@ export default class ResourceManager {
this.loadonly_gl_ShaderProgramsLoaded = 0;
// If webGL isn'active or there are no items to load, we're finished
if(!this.gl_WebGLActive || this.loadonly_gl_ShaderProgramsToLoad === 0){
if (!this.gl_WebGLActive || this.loadonly_gl_ShaderProgramsToLoad === 0) {
onFinishLoading();
return;
}
while(this.loadonly_gl_ShaderLoadingQueue.hasItems()){
while (this.loadonly_gl_ShaderLoadingQueue.hasItems()) {
let shader = this.loadonly_gl_ShaderLoadingQueue.dequeue();
this.gl_LoadShader(shader.key, shader.vpath, shader.fpath, onFinishLoading);
}
@ -867,85 +879,85 @@ export default class ResourceManager {
private gl_FinishLoadingShader(callback: Function): void {
this.loadonly_gl_ShaderProgramsLoaded += 1;
if(this.loadonly_gl_ShaderProgramsLoaded === this.loadonly_gl_ShaderProgramsToLoad){
if (this.loadonly_gl_ShaderProgramsLoaded === this.loadonly_gl_ShaderProgramsToLoad) {
// We're done loading shaders
callback();
}
}
private createShaderProgram(vShaderSource: string, fShaderSource: string){
private createShaderProgram(vShaderSource: string, fShaderSource: string) {
const vertexShader = this.loadVertexShader(vShaderSource);
const fragmentShader = this.loadFragmentShader(fShaderSource);
if(vertexShader === null || fragmentShader === null){
if (vertexShader === null || fragmentShader === null) {
// We had a problem intializing - error
return null;
}
// Create a shader program
const program = this.gl.createProgram();
if(!program) {
if (!program) {
// Error creating
console.warn("Failed to create program");
return null;
}
// Attach our vertex and fragment shader
this.gl.attachShader(program, vertexShader);
this.gl.attachShader(program, fragmentShader);
// Link
this.gl.linkProgram(program);
if(!this.gl.getProgramParameter(program, this.gl.LINK_STATUS)){
if (!this.gl.getProgramParameter(program, this.gl.LINK_STATUS)) {
// Error linking
const error = this.gl.getProgramInfoLog(program);
console.warn("Failed to link program: " + error);
// Clean up
this.gl.deleteProgram(program);
this.gl.deleteShader(vertexShader);
this.gl.deleteShader(fragmentShader);
return null;
}
// We successfully create a program
return [program, vertexShader, fragmentShader];
}
private loadVertexShader(shaderSource: string): WebGLShader{
private loadVertexShader(shaderSource: string): WebGLShader {
// Create a new vertex shader
return this.loadShader(this.gl.VERTEX_SHADER, shaderSource);
}
private loadFragmentShader(shaderSource: string): WebGLShader{
private loadFragmentShader(shaderSource: string): WebGLShader {
// Create a new fragment shader
return this.loadShader(this.gl.FRAGMENT_SHADER, shaderSource);
return this.loadShader(this.gl.FRAGMENT_SHADER, shaderSource);
}
private loadShader(type: number, shaderSource: string): WebGLShader{
private loadShader(type: number, shaderSource: string): WebGLShader {
const shader = this.gl.createShader(type);
// If we couldn't create the shader, error
if(shader === null){
if (shader === null) {
console.warn("Unable to create shader");
return null;
}
// Add the source to the shader and compile
this.gl.shaderSource(shader, shaderSource);
this.gl.compileShader(shader);
// Make sure there were no errors during this process
if(!this.gl.getShaderParameter(shader, this.gl.COMPILE_STATUS)){
if (!this.gl.getShaderParameter(shader, this.gl.COMPILE_STATUS)) {
// Not compiled - error
const error = this.gl.getShaderInfoLog(shader);
console.warn("Failed to compile shader: " + error);
// Clean up
this.gl.deleteShader(shader);
return null;
}
// Sucess, so return the shader
return shader;
}
@ -967,21 +979,125 @@ export default class ResourceManager {
/* ########## LOADING BAR INFO ########## */
private getLoadPercent(): number {
return (this.loadonly_tilemapsLoaded/this.loadonly_tilemapsToLoad
+ this.loadonly_spritesheetsLoaded/this.loadonly_spritesheetsToLoad
+ this.loadonly_imagesLoaded/this.loadonly_imagesToLoad
+ this.loadonly_audioLoaded/this.loadonly_audioToLoad)
return (this.loadonly_tilemapsLoaded / this.loadonly_tilemapsToLoad
+ this.loadonly_spritesheetsLoaded / this.loadonly_spritesheetsToLoad
+ this.loadonly_imagesLoaded / this.loadonly_imagesToLoad
+ this.loadonly_audioLoaded / this.loadonly_audioToLoad)
/ this.loadonly_typesToLoad;
}
// Customized funtions below
// These funtions are NOT well tested!!!
// Only used for shattered sword specific purpose!!!
// Use them carefully!!!
public tilemapFromObject(key: string, tilemap: TiledTilemapData): void {
this.loadonly_tilemapObjectLoadingQueue.enqueue({ key: key, map: tilemap });
}
private loadTilemapObjectFromQueue(onFinishLoading: Function) {
this.loadonly_tilemapObjectToLoad = this.loadonly_tilemapObjectLoadingQueue.getSize();
this.loadonly_tilemapObjectLoaded = 0;
// If no items to load, we're finished
if (this.loadonly_tilemapObjectToLoad === 0) {
onFinishLoading();
return;
}
while (this.loadonly_tilemapObjectLoadingQueue.hasItems()) {
let map = this.loadonly_tilemapObjectLoadingQueue.dequeue();
this.loadTilemapFromObject(map.key, map.map, onFinishLoading);
}
}
private loadTilemapFromObject(key: string, tiledMap: TiledTilemapData, callbackIfLast: Function): void {
// We can parse the object later - it's much faster than loading
this.tilemaps.add(key, tiledMap);
let resource = new ResourceReference(key, ResourceType.TILEMAP);
// Grab the tileset images we need to load and add them to the imageloading queue
for (let tileset of tiledMap.tilesets) {
if (tileset.image) {
let key = tileset.image;
let path = key;
this.loadonly_imageLoadingQueue.enqueue({ key: key, path: path, isDependency: true });
// Add this image as a dependency to the tilemap
resource.addDependency(new ResourceReference(key, ResourceType.IMAGE));
}
}
// Add the resource reference to the list of resource to unload
this.resourcesToUnload.push(resource);
this.finishLoadingTilemapObject(callbackIfLast);
}
private finishLoadingTilemapObject(callback: Function): void {
this.loadonly_tilemapObjectLoaded += 1;
if (this.loadonly_tilemapObjectLoaded === this.loadonly_tilemapObjectToLoad) {
// We're done loading tilemaps
callback();
}
}
public singleImage(key: string, path: string, callbackIfLast: Function): void {
var image = new Image();
image.onload = () => {
// Add to loaded images
this.images.add(key, image);
this.resourcesToUnload.push(new ResourceReference(key, ResourceType.IMAGE));
// If WebGL is active, create a texture
if (this.gl_WebGLActive) {
this.createWebGLTexture(key, image);
}
// Finish image load
this.finishLoadingSingleObject(callbackIfLast);
}
image.src = path;
}
public singleAudio(key: string, path: string, callbackIfLast: Function): void {
let audioCtx = AudioManager.getInstance().getAudioContext();
let request = new XMLHttpRequest();
request.open('GET', path, true);
request.responseType = 'arraybuffer';
request.onload = () => {
audioCtx.decodeAudioData(request.response, (buffer) => {
// Add to list of audio buffers
this.audioBuffers.add(key, buffer);
this.resourcesToUnload.push(new ResourceReference(key, ResourceType.AUDIO));
// Finish loading sound
this.finishLoadingSingleObject(callbackIfLast);
}, (error) => {
throw "Error loading sound";
});
}
request.send();
}
private finishLoadingSingleObject(callback: Function): void {
callback();
}
update(deltaT: number): void {
if(this.loading){
if(this.onLoadProgress){
if (this.loading) {
if (this.onLoadProgress) {
this.onLoadProgress(this.getLoadPercent());
}
} else if(this.justLoaded){
} else if (this.justLoaded) {
this.justLoaded = false;
if(this.onLoadComplete){
if (this.onLoadComplete) {
this.onLoadComplete();
}
}
@ -998,10 +1114,10 @@ class ResourceReference {
resourceType: ResourceType;
dependencies: Array<ResourceReference>;
constructor(key: string, resourceType: ResourceType){
constructor(key: string, resourceType: ResourceType) {
this.key = key;
this.resourceType = resourceType;
this. dependencies = new Array();
this.dependencies = new Array();
}
addDependency(resource: ResourceReference): void {
@ -1028,6 +1144,11 @@ class KeyPathPair {
isDependency?: boolean = false;
}
class KeyMapPair {
key: string;
map: TiledTilemapData;
}
class KeyPath_Shader {
key: string;
vpath: string;

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@ -9,6 +9,7 @@ import Sprite from "../../Wolfie2D/Nodes/Sprites/Sprite";
import { GameEventType } from "../../Wolfie2D/Events/GameEventType";
import Input from "../../Wolfie2D/Input/Input";
enum Mode {
GAME_MODE = "GameMode",
STORY_MODE = "StoryMode",