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
- HDU 3341 Lost's revenge ( Trie图 && 状压DP && 数量限制类型 )
题意 : 给出 n 个模式串,最后给出一个主串,问你主串打乱重组的情况下,最多能够包含多少个模式串. 分析 : 如果你做过类似 Trie图 || AC自动机 + DP 类似的题目的话,那么这道题相对之 ...
- express 和 pm2 建立博客
前置知识 node.js 相关 服务器相关 在本地参照 express 官网的例子写成后, 上传服务器. 服务器安装 pm2 ,实用 pm2 保护进程. 注意静态文件实用的方法 app.use(exp ...
- UVALive 6859 Points (凸包)
Points 题目链接: http://acm.hust.edu.cn/vjudge/contest/130303#problem/E Description http://7xjob4.com1.z ...
- 深入探究JVM(1) - Java的内存区域解析
http://blog.csdn.net/sczyh22/article/details/46652901<br>Java 虚拟机在执行Java程序的时候会把它管理的内存区域划为几部分,这 ...
- edusoho 支持同一账号多人同时登录
文件: ./src/Topxia/WebBundle/Listener/UserLoginTokenListener.php 函数: public function onGetUserLoginLis ...
- C++返回栈上的数组(局部变量)问题探索
char* teststr() { char s[] = "hello"; return s; } void main() { char* str = teststr(); ]; ...
- java valueOf
valueOf 方法可以将原生数值类型转化为对应的Number类型,java.lang.Number 基类包括ouble.Float.Byte.Short.Integer 以及 Long派生类, 也可 ...
- HashSet 源码分析
HashSet 1)HashSet 是基于 HashMap 的 Set 接口实现,元素的迭代是无序的,可以使用 null 元素. 创建实例 /** * HashSet基于HashMap实现 */ pr ...
- Codeforces Round #573
http://codeforces.com/contest/1191 A 给一个数,可以加0,1或2然后取模,再映射到字母,字母有排名,求最大排名. 总共只有4种情况,讨论即可 #include< ...
- springMVC解决跨域
原文:https://www.cnblogs.com/shihaiming/p/9544060.html 介绍: 跨站 HTTP 请求(Cross-site HTTP request)是指发起请求 ...