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
}))
}
}
zip loader的更多相关文章
- USB Loader使用心得之游戏名称、简介、背景音乐
我在<WAD独立安装版USB Loader的下载和安装>(链接:http://www.cnblogs.com/duxiuxing/p/4255124.html)开头提到:“任何版本的USB ...
- DOL版USB Loader的下载和运行
下载 在Wii上面玩硬盘版游戏,自然少不了USB Loader,相关教程和下载资源在网上一搜就有. 我在官网(地址:http://gwht.wikidot.com/usb-loader)上找到了一个下 ...
- Couldn't load libPassword from loader:NDK开发中C文件编译成cpu对应的so类库时,找不到类库报错的原因之一
LogCat输出: 03-03 12:42:32.665: E/AndroidRuntime(32432): FATAL EXCEPTION: main03-03 12:42:32.665: E/An ...
- java.lang.ClassNotFoundException: org.apache.catalina.loader.DevLoader
eclipse tomcat报错:org.apache.catalina.loader.DevLoader java.lang.ClassNotFoundException: org.apache.c ...
- Taxonomy of class loader problems encountered when using Jakarta Commons Logging(转)
Acknowledgments I would like to thank Jacob Kjome for reviewing early drafts of this document. His c ...
- IOS开发创建开发证书及发布App应用(八)——使用Application Loader工具上传应用
8.使用Application Loader工具上传应用 继续第七步在iTunes所创建的应用,打开应用,如下图 点击详情按钮进去之后,单击右上角Ready to Upload Binary按钮,如下 ...
- MySQL5.7以上Zip版官方安装文档(选译)
前言 在windows上安装Zip版MySQL(选译) 学习mysql的朋友们会发现5.7+版本的mysql变得比以前难安装了许多(当然我们可以选择installer版本,但是这样总感觉对学习mysq ...
- Cordova打包vue项目生成Apk (解决cordova build android抛出的zip问题)
最近对vue前端框架情有独钟.但研究了一下怎么把vue项目打包成android apk来玩玩. 首先讲一下创建vue2.x项目.其实在之前的文章中都有写过,有兴趣的同学可以去看看.http://www ...
- Windows下的PHP 5.3.x安装 Zend Guard Loader
PHP5.3之后不再使用Zend Optimizer而是由Zend Guard Loader替换,而Zend Guard Loader安装比前者方便了很多,只有一个dll: 址:http://down ...
随机推荐
- PHP文件操作基本代码
PHP中提供了一系列的I/O函数,能简捷地实现我们所需要的功能,包括文件系统操作和目录操作(如“复制[copy]”).下面兄弟连PHP培训 小编给大家介绍的是基本的文件读写操作:(1)读文件 ;(2) ...
- mysql LIKE通配符 语法
mysql LIKE通配符 语法 作用:用于在 WHERE 子句中搜索列中的指定模式.惠州大理石平板 语法:SELECT column_name(s) FROM table_name WHERE co ...
- [luogu]P2279 [HNOI2003]消防局的设立[贪心]
[luogu]P2279 [HNOI2003]消防局的设立 题目描述 2020年,人类在火星上建立了一个庞大的基地群,总共有n个基地.起初为了节约材料,人类只修建了n-1条道路来连接这些基地,并且每两 ...
- EF 查询时,返回其中一张表(省掉一个个写字段的麻烦)
1.使用partial将需要添加的字段进行扩展 public partial class T_OrderInfo { public string EntName { get; set; } } 2.使 ...
- hashcode native
hashcode Java中的hashCode方法就是根据一定的规则将与对象相关的信息(比如对象的存储地址,对象的字段等)映射成一个数值,这个数值称作为散列值. 在设计hashCode方法和equal ...
- 修改 video.js 默认 bufferTime
1.自建rtmp推流.转发.播放,前端用video.js 发现总延时在2秒多,服务器已优化,看看video.js能否优化 2.引用:在RTMP播放器侧,很重要的一点是:在 NetStream.set ...
- React-Native 之 GD (六)无数据情况处理
1.还是网络问题,在网络出现问题或者无法加载数据的时候,一般我们会展示空白页,在空白页中提示 无数据 之类的提示,比较好的还会使用 指示器 的方式告诉用户网络出现问题等等. 这边我们做以下处理,当无数 ...
- java执行系统命令, 返回执行结果
package com.geostar.gfstack.opinion.util; import java.io.BufferedReader; import java.io.Closeable; i ...
- 【HTML】<!DOCTYPE html>作用
1.定义: DOCTYPE标签是一种标准通用标记语言的文档类型声明,它的目的是要告诉标准通用标记语言解析器,它应该使用什么样的文档类型定义(DTD)来解析文档. <!DOCTYPE> 声明 ...
- EntityFrameworkCore.MySql
1.点击“工具”->“NuGet包管理器”->“程序包管理器控制台” 分别安装以下几个包 Mysql 版本: Install-Package MySql.Data.EntityFramew ...