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assetloader's Introduction

Phaser Asset Loader

A library for loading assets from an external json file.

The way Phaser works out of the box, you end up with a load state with lines and lines of code just for loading keys and paths to assets into your game. It is messy and error prone. You'll end up with something probably even worse than this:

whyAssetLoader

With the AssetLoader, this will condense into just 2 lines of code:

this.game.load.json("assets", "assets.json");

new AssetLoader(this.game, this.game.cache.getJSON("assets"));

All the loading calls are done for you!

Another benefit of using the AssetLoader is that now the details of where to find your assets will be outside of your code base. This follows the Pragmatic programmer tip, "Put abstractions in code, details in metadata". You can swap out assets easily without modifying your code. You can also point to different json files conditionally. For example, if you have a game with different themes, you can have a json file per theme and load it dynamically.

The Phaser AssetLoader library was written with Phaser version 2.6.2. It should work with Phaser CE. Tests for that coming soon...

CODE

Steps to getting AssetLoader into your game:

example project: test

1. Include the min in your project through the index.html


<!DOCTYPE html>
    <body>
        <script type="text/javascript" src="lib/phaser-asset-loader-0.0.1.min.js"></script>
    </body>
</html>

2. Create your json file

example json: template.json


assets.json = {
    "image": {
        "example": "example.png"
    }
}

3. Load the json into your game


class BootState extends Phaser.State {

    preload() {
        this.game.load.json("assets", "assets.json");
    }

    create() {
        this.game.state.start("load");
    }
}

4. Instantiate AssetLoader and pass cached json


class LoadState extends Phaser.State {

    preload() {
        new AssetLoader(this.game, this.game.cache.getJSON("assets"));

        this.game.load.onLoadComplete.add(this.onLoadComplete, this);
    }

    onLoadComplete() {
        this.game.load.onLoadComplete.remove(this.onLoadComplete, this);

        this.game.add.sprite(0, 0, "example");
    }
}

JSON

It is important that your json is structured properly. Please see template.json for the most common (and recommended) structures. This will be the easiest starting point for you when creating your json file. Find detailed information about how to structure your json at the bottom of this README.

NOTES

Callbacks

There are some load methods that allow callbacks and callback contexts to be passed (binary, pack, script). There isn't a way to pass functions into the AssetLoader from a json. You will want to load binaries, packs, and scripts manually from inside your source code if you would like to pass callbacks to them. If you do not need to pass callbacks to these, you can set them up and load them with the AssetLoader from a json.

Preload Sprite

If you are using a preload sprite, an image that will show during the loading period of your game, you can either:

1. Load Preload Sprite on its own:


class BootState extends Phaser.State {

    preload() {
        this.game.load.json("assets", "assets.json");
     
        this.game.load.image("preloadSprite", "preloadSprite.png");
    }

    create() {
        this.game.state.start("load");
    }
}

class LoadState extends Phaser.State {

    preload() {
        let loadingBar = this.game.add.sprite(0, 0, "preloadSprite);
        this.game.load.setPreloadSprite(loadingBar);
        
        new AssetLoader(this.game, this.game.cache.getJSON("assets"));
    }
}

2. Load Preload Sprite with AssetLoader, add it to the stage when ready:


class LoadState extends Phaser.State {

preload() {
    this.game.load.onFileComplete.add(this.onFileComplete, this);

    new AssetLoader(this.game, this.game.cache.getJSON(AssetKeys.ASSETS));
}

onFileComplete(progress, cacheKey, success, totalLoaded, totalFiles) {
    if (success && cacheKey === "preloadSprite") {
         let loadingBar = this.game.add.sprite(0, 0, "preloadSprite");
         this.game.load.setPreloadSprite(loadingBar);
    }
}

RECOMMENDATIONS

I recommend using constants for your keys.

Constants have great benefits, including but not limited to:

  • They protect your code from typos.
  • They keep things organized.
  • They make changing the key easier because you only have to change it in one place.

You can add consts at the bottom of any class with Object.defineProperties(). Consts are ALL-CAPS by convention.

I often make an empty class (as an enum) just to use as a holder for my consts.

assets.json = {
    "image": {
        "background": "path/bg.png",
        "playBtn": "path/play.jpg"
    }
}

class AssetKeys {
}
Object.defineProperties(AssetKeys, {
    "BACKGROUND": {
        value: "background"
    },
    "PLAY_BUTTON": {
        value: "playBtn"
    }
}

import AssetKeys from "./AssetKeys"

class SomeClass {
    
    someFunc() {
        this.game.add.sprite(0, 0, AssetKeys.BACKGROUND);
    }
}

UNIT TESTS

In order to test the AssetLoader, I made a simple Phaser game (test) that loads assets and puts them on the stage. There are several json files that I run the game with in order to test the various json structures available. I also ran the test in both Phaser.WEBGL and Phaser.CANVAS modes.

Please open an issue if you find any bugs. We will fix the issue and add a test for it.

JSDOCS

Please download or clone the repo and open /main/docs/index.html in a web browser

MY OTHER GITHUB PROJECTS

Align - A javascript library for aligning display objects in relation to one another.

Signals - A library for Phaser. Add any listener to any signal. Dispatch any signal anywhere/anytime.

More coming soon...

CREDITS

This project used the webpack-library-starter project

Some of the test assets are from the Phaser game Elemental One

Some of the test assets are from Phaser's example code

ABOUT ME

My name is Genell Radley. I am a game developer w/7yr professional experience writing games in Flash, Unity and HTML5. I believe in unit testing and documenting my code well. I am very excited to share my code here with you on GitHub. I hope you will contribute.

Please see my github profile and linkedin profile.

JSON STRUCTURE DOCUMENTATION

Below are all the Loader functions that come with Phaser.

The function names are linked to the Phaser.Loader doc. I have also listed the params in jsdoc notation so you can see information about the params like data type, whether it's required, and default values.

There are examples of how you can structure your json for each Loader function. There are several ways per load function of how you can form your json object.

Sometimes, there are Loader function params that are either/or. For example. If you pass an object for "atlasData" to the Loader.atlas(), "atlasURL" will be ignored. You are either passing the path ("atlasURL") or the json object directly ("atlasData"). You must pass one or the other even though they both have default values.

Sometimes, there are Loader function params that are optional. The have a default value. You do not need to include a value for these params in the json if you would like to use the default value.

baseURL {string}

"baseURL": "absolute/path"

crossOrigin {string | boolean}

"crossOrigin": "anonymous"

"crossOrigin": true

enableParallel {boolean}

"enableParallel": false //defaults to true

path {string}

"path": "relative/path"

resetLocked {boolean}

"resetLocked": true //defaults to false
/**
 * @param {string} key 
 * @param {string} [textureURL = <key>.png]
 * @param {string} [atlasURL = <key>.json]
 * @param {object} [atlasData = null]
 * @param {number} [format = 0]
 */

"atlas": "key"

"atlas": ["key", "key"]

"atlas": {
    "key": {
        "textureURL": "relative/path/name.png",
        "atlasURL": "relative/path/name.json",
        "atlasData": {
            // If you give an "atlasData" object, "atlasURL" will be ignored. It's either/or. 
        },
        "format": 1
    },
    "key": {} //an empty object will load the atlas with all the defaults: (key, <key>.png, <key>.json, null, 0)
}

FORMATS:
Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY = 0; (default)
Phaser.Loader.TEXTURE_ATLAS_JSON_HASH = 1;
Phaser.Loader.TEXTURE_ATLAS_XML_STARLING = 2;
/**
 * @param {string} key 
 * @param {string} [textureURL = <key>.png]
 * @param {string} [atlasURL = <key>.json]
 * @param {object} [atlasData = null]
 */

"atlasJSONArray": "key"

"atlasJSONArray": ["key", "key"]

"atlasJSONArray": {
    "key": {
        "textureURL": "relative/path/name.png",
        "atlasURL": "relative/path/name.json",
        "atlasData": { 
            // If you give an "atlasData" object, "atlasURL" will be ignored. It's either/or. 
    },
    "key": {} //an empty object will load the atlasJSONArray with all the defaults: (key, <key>.png, <key>.json, null)
    }
}
Same as atlasJSONArray
/**
 * @param {string} key
 * @param {string} [textureURL = <key>.png]
 * @param {string} [atlasURL = <key>.xml]
 * @param {object} [atlasData = null]
 */

"atlasXML": "key"

"atlasXML": ["key", "key"]

"atlasXML": {
    "key": {
        "textureURL": "relative/path/name.png",
        "atlasURL": "relative/path/name.xml",
        "atlasData": { 
            // If you give an "atlasData" object, "atlasURL" will be ignored. It's either/or. 
        }
    },
    "key": {} //an empty object will load the atlasXML with all the defaults: (key, <key>.png, <key>.xml, null)
}
/**
 * @param {string} key
 * @param {string | Array.<string> | Array.<object>} urls
 * @param {boolean} [autoDecode = true]
 */

"audio": {
    "key": "relative/path/name.mp3",
    "key": ["relative/path/name.mp3", "relative/path/name.wav"],
    "key": {
        "urls": "relative/path/name.mp3",   // {string | Array.<string> | Array.<object>}
        "autoDecode": false
    }
}
/**
 * @param {string} key
 * @param {Array | string} urls
 * @param {string} [jsonURL = null]
 * @param {string | object} [jsonData = null]
 * @param {boolean} [autoDecode = true]
 */

"audioSprite": {
    "key": {
        "urls": "relative/path/name.mp3",   // {Array | string}
        "jsonURL": "relative/path/name.json,
        "jsonData": {
            // If you give a "jsonData" object, "jsonURL" will be ignored. It's either/or. 
        },
        "autoDecode": false
    }
}

Note: we cannot pass in a callback from a json. You will want to load your binary manually in the source code if you wish to pass a callback.


/**
 * @param {string} key
 * @param {string} [url = <key>.bin]
 * @param {function} [callback = null]  
 * @param {function} [callbackContext = null]
 */

"binary": "key"

"binary": ["key", "key"]

"binary": {
    "key": "relative/path/name.bin",
    "key": {
        "url": "relative/path/name.bin"
    },
    "key": {} //an empty object will load the binary with the defaults: (key, <key>.bin)
}
/**
 * @param {string} key
 * @param {string} [textureURL = <key>.png]
 * @param {string} [atlasURL = <key>.xml]
 * @param {object} [atlasData = null]
 * @param {number} [xSpacing = 0]
 * @param {number} [ySpacing = 0]
 */

"bitmapFont": "key"

"bitmapFont": ["key", "key"]

"bitmapFont": {
    "key": {
        "textureURL": "relative/path/name.png",
        "atlasURL": "relative/path/name.xml",
        "atlasData": { 
            // If you give a "atlasData" object, "atlasURL" will be ignored. It's either/or. 
        }
        "xSpacing": 10,
        "ySpacing": 5
    },
    "key": {} //an empty object will load the bitmapFont with the defaults: (key, <key>.png, <key>.xml, null, 0, 0)
}
/**
 * @param {string} key
 * @param {string} [url = <key>.png]
 * @param {boolean} [overwrite = false]
 */

"image": "key"

"image": ["key", "key"]

"image": {
    "key": "relative/path/name.png",
    "key": {
        "url": "relative/path/name.jpeg",
        "overwrite": true
    },
    "key": {} //an empty object will load the image with all the defaults: (key, <key>.png, false)
}
/**
 * @param {Array} keys
 * @param {Array} [urls = Array.<string>] // The strings in the array will default to <key>.png
 */

"images": ["key", "key"]

"images": {
    "keys": ["key", "key"],
    "urls": ["relative/path/name.png", "relative/path/name.jpeg"]
}
/**
 * @param {string} key
 * @param {string} [url = <key>.json]
 * @param {boolean} [overwrite = false]
 */

"json": "key"

"json": ["key", "key"]

"json": {
    "key": "relative/path/name.json",
    "key": {
        "url": "relative/path/name.json",
        "overwrite": true
    }
    "key": {} //an empty object will load the json with all the defaults: (key, <key>.json, false)
}

Note: we cannot pass in a callback from a json. You will want to load your binary manually in the source code if you wish to pass a callback.


/**
  * @param {string} key
  * @param {string} [url = null] //Must pass either url or data param
  * @param {object} [data = null] //Must pass either url or data param
  * @param {loader} [callbackContext = null] //If you need to pass a context, you won't be able to do it from an external json, load it from within the code base.
  */

"pack": {
    "key": "relative/path/name.json",
    "key": {
        //data obj
    }
}
/**
 * @param {string} key
 * @param {string} [url = <key>.json]
 * @param {object | string} [data = null]
 * @param {string} [format = 3]
 */

"physics": "key"

"physics": ["key", "key"]

"physics": {
    "key": "relative/path/name.json",
    "key": {
        "url": "relative/path/name.json",
        "data": {
            // "data" can either be an object or a strinified json
            // If you give a "data" object, "url" will be ignored. It's either/or. 
        },
        "format": 4
    },
    "key": {} //an empty object will load the physics with all the defaults: (key, <key>.json, null, 3)
}

FORMATS:
Phaser.Loader.PHYSICS_LIME_CORONA_JSON = 3;
Phaser.Loader.PHYSICS_PHASER_JSON = 4;

Note: we cannot pass in a callback from a json. You will want to load your binary manually in the source code if you wish to pass a callback.


/**
 * @param {string} key
 * @param {string} [url = <key>.js]
 * @param {function} [callback = null] //Cannot pass callbacks from json
 * @param {object} [callbackContext = null]
 */

"script": "key"

"script": ["key", "key"]

"script": {
    "key": "relative/path/name.js",
    "key": {
        "url": "relative/path/name.js"
    },
    "key": {} //an empty object will load the script with the defaults: (key, <key>.js)
}
/**
 * @param {string} key
 * @param {string} [url = <key>.frag]
 * @param {string} [overwrite = false]
 */

 "shader": "key"

 "shader": ["key", "key"]

 "shader": {
     "key": "relative/path/name.frag",
     "key": {
         "url": "relative/path/name.frag",
         "overwrite": true
     },
     "key": {} //an empty object will load the shader with all the defaults: (key, <key>.frag, false)
 }
/**
 * @param {string} key
 * @param {string} url
 * @param {number} frameWidth
 * @param {number} frameHeight
 * @param {number} [frameMax = -1]
 * @param {number} [margin = 0]
 * @param {number} [spacing = 0]
 */

"spritesheet": {
    "key": {
        "url": "relative/path/name.png",
        "frameWidth": 70,
        "frameHeight": 70,
        "frameMax": -1,
        "margin": 10,
        "spacing": 0
    }
}
/**
 * @param {string} key
 * @param {string} [url = <key>.txt]
 * @param {boolean} [overwrite = false]
 */

"text": "key"

"text": ["key", "key"]

"text": {
    "key": "relative/path/name.txt",
    "key": {
        "url": "relative/path/name.txt",
        "overwrite": true
    },
    "key": {} //an empty object will load the text with all the defaults: (key, <key>.txt, false)
}
/**
 * @param {string} key
 * @param {string} [url = <key>.csv] //NOTE: the phaser docs have a typo saying .json is the default, but it is .csv
 * @param {object | string} [data = null]
 * @param {number} [format = 0]
 */

"tilemap": "key"

"tilemap": ["key", "key"]

"tilemap": {
    "key": "relative/path/name.csv",
    "key": {
        "url": "relative/path/name.csv",
        "data": {
            // "data" can either be an object or a strinified json
            // If you give a "data" object, "url" will be ignored. It's either/or. 
        },
        "format": 1
    },
    "key": {} //an empty object will load the tilmap with all the defaults: (key, <key>.csv, null, 0)
}

FORMATS:
Phaser.Tilemap.CSV = 0;
Phaser.Tilemap.TILED_JSON = 1;
/**
 * @param {string} key
 * @param {string | Array.<string> | Array.<object>} urls
 * @param {string} [loadEvent = "canplaythrough"]
 * @param {boolean} [asBlob = false]
 */

"video": {
    "key": "relative/path/name.mp4",
    "key": ["relative/path/name.mp4", "relative/path/name1.mp4"],
    "key": {
        "urls": "relative/path/name.mp4",   // {string | Array.<string> | Array.<object>}
        "loadEvent": "loadeddata",
        "asBlob": true
    }
}

LOAD EVENTS:
    "canplaythrough"
    "canplay"
    "loadeddata" 
/**
 * @param {string} key
 * @param {string} [url = <key>.xml]
 * @param {boolean} [overwrite = false]
 */

"xml": "key"

"xml": ["key", "key"]

"xml": {
    "key": "relative/path/name.xml",
    "key": {
        "url": "relative/path/name.xml",
        "overwrite": true
    },
    "key": {} //an empty object will load the xml with all the defaults: (key, <key>.xml, false)
}

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