zip loader
GS.ZipAssetLoader = function(audioContext) {
this.audioContext = audioContext,
this.objLoader = new THREE.OBJLoader,
this.mapLoader = new GS.MapLoader,
this.fontLoader = new GS.FontLoader,
this.fontLoader.fontPath = "",
this.zipPath = "assets.zip",
this.path = {},
this.path[GS.AssetTypes.Texture] = "textures/",
this.path[GS.AssetTypes.CubeTexture] = "textures/",
this.path[GS.AssetTypes.UIWidget] = "textures/widgets/",
this.path[GS.AssetTypes.Mesh] = "meshes/",
this.path[GS.AssetTypes.Sound] = "sounds/",
this.path[GS.AssetTypes.Map] = "maps/",
this.path[GS.AssetTypes.Script] = "scripts/",
this.path[GS.AssetTypes.MusicTrack] = "music/",
this.reset()
}
GS.ZipAssetLoader.prototype = {
reset: function() {
this.loaded = !1,
this.assetsToLoad = 0,
this.queue = [],
this.assets = {},
this.assets[GS.AssetTypes.Texture] = {},
this.assets[GS.AssetTypes.CubeTexture] = {},
this.assets[GS.AssetTypes.UIWidget] = {},
this.assets[GS.AssetTypes.Mesh] = {},
this.assets[GS.AssetTypes.Sound] = {},
this.assets[GS.AssetTypes.Map] = {},
this.assets[GS.AssetTypes.Script] = {},
this.assets[GS.AssetTypes.MusicTrack] = {}
},
init: function() {
for (var j in GS.AssetTypes) {
var assetDict = GS.Assets[GS.AssetTypes[j]];
for (var i in assetDict)
this.add(i, assetDict[i].filename, GS.AssetTypes[j])
}
},
add: function(name, filename, type) {
this.queue.push({
name: name,
filename: filename,
type: type
}),
this.assetsToLoad++
},
loadZip: function() {
var that = this
, xhr = new XMLHttpRequest;
xhr.open("GET", this.zipPath, !0),
xhr.responseType = "arraybuffer",
xhr.onreadystatechange = function(e) {
4 == this.readyState && 200 == this.status && (that.zip = new JSZip(this.response),
setTimeout(function() {
that._load()
}, 0))
}
,
xhr.onprogress = function(e) {
that.zipOnProgress(e)
}
,
xhr.send()
},
_load: function() {
var that = this;
this.totalAssets = this.queue.length + 1,
this.assetsToLoad++,
this.fontLoader.load("hudFont", GS.CustomFontFile, function() {
that.checkIfFullyLoaded()
});
for (var asset; this.queue.length > 0; )
asset = this.queue.pop(),
asset.name in this.assets[asset.type] ? this.assetsToLoad-- : this.loadAsset(asset)
},
load: function() {
this.loadZip()
},
loadAsset: function(asset) {
switch (asset.type) {
case GS.AssetTypes.Texture:
this.loadTexture(asset.name, asset.filename);
break;
case GS.AssetTypes.CubeTexture:
this.loadCubeTexture(asset.name, asset.filename);
break;
case GS.AssetTypes.UIWidget:
this.loadUIWidget(asset.name, asset.filename);
break;
case GS.AssetTypes.Mesh:
this.loadMesh(asset.name, asset.filename);
break;
case GS.AssetTypes.Sound:
this.loadSound(asset.name, asset.filename, GS.AssetTypes.Sound);
break;
case GS.AssetTypes.Map:
this.loadMap(asset.name, asset.filename);
break;
case GS.AssetTypes.Script:
this.loadScript(asset.name, asset.filename);
break;
case GS.AssetTypes.MusicTrack:
this.loadSound(asset.name, asset.filename, GS.AssetTypes.MusicTrack)
}
},
getImageFromZip: function(path) {
var buffer = this.zip.file(path).asArrayBuffer()
, blob = new Blob([buffer],{
type: "image/png"
})
, urlCreator = window.URL || window.webkitURL
, imageUrl = urlCreator.createObjectURL(blob)
, img = new Image;
return img.src = imageUrl,
img
},
getTextureFromZip: function(path) {
var img = this.getImageFromZip(path)
, tex = new THREE.Texture(img);
return tex.needsUpdate = !0,
tex
},
loadTexture: function(name, filename) {
var path = this.path[GS.AssetTypes.Texture] + filename;
this.assets[GS.AssetTypes.Texture][name] = this.getTextureFromZip(path),
this.checkIfFullyLoaded()
},
loadCubeTexture: function(name, folder) {
var path = this.path[GS.AssetTypes.CubeTexture] + folder + "/"
, tex = new THREE.Texture;
tex.image = [],
tex.flipY = !1;
for (var i = 0; i < GS.CubeTextureNames.length; i++)
tex.image[i] = this.getImageFromZip(path + GS.CubeTextureNames[i] + GS.CubeTextureExtension);
tex.needsUpdate = !0,
this.assets[GS.AssetTypes.CubeTexture][name] = tex,
this.checkIfFullyLoaded()
},
loadUIWidget: function(name, filename) {
var path = this.path[GS.AssetTypes.UIWidget] + filename;
this.assets[GS.AssetTypes.UIWidget][name] = this.getImageFromZip(path),
this.checkIfFullyLoaded()
},
loadMesh: function(name, filename) {
var path = this.path[GS.AssetTypes.Mesh] + filename
, text = this.zip.file(path).asText();
this.assets[GS.AssetTypes.Mesh][name] = this.objLoader.parse(text).children[0],
this.checkIfFullyLoaded()
},
loadSound: function(name, filename, assetType) {
var that = this
, path = this.path[assetType] + filename
, encodedBuffer = this.zip.file(path).asArrayBuffer();
this.audioContext.decodeAudioData(encodedBuffer, function(buffer) {
that.assets[assetType][name] = buffer,
that.checkIfFullyLoaded()
})
},
loadMap: function(name, filename) {
var path = this.path[GS.AssetTypes.Map] + filename;
"testMap" !== name ? this.assets[GS.AssetTypes.Map][name] = this.zip.file(path).asText() : GAME.isTestMap() && (this.assets[GS.AssetTypes.Map][name] = this.mapLoader.loadTestMap()),
this.checkIfFullyLoaded()
},
loadScript: function(name, filename) {
var path = this.path[GS.AssetTypes.Script] + filename
, scriptTag = document.createElement("script");
scriptTag.text = this.zip.file(path).asText(),
document.body.appendChild(scriptTag),
this.checkIfFullyLoaded()
},
zipOnProgress: function(e) {
var percentLoaded = e.loaded / e.total * 50;
this.dispatchEvent({
type: "progress",
percentLoaded: percentLoaded.toFixed(0)
})
},
checkIfFullyLoaded: function() {
this.assetsToLoad--;
var percentLoaded = 100 * (.5 + (this.totalAssets - this.assetsToLoad) / this.totalAssets * .5);
this.dispatchEvent({
type: "progress",
percentLoaded: percentLoaded.toFixed(0)
}),
0 === this.assetsToLoad && (this.loaded = !0,
this.dispatchEvent({
type: "load",
percentLoaded: 100,
assets: this.assets
}))
}
}
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