"use strict";
/**
* Loads {@link external:image}s and lets you know when they're all available. An instance of ImageLoader is available as {@link Splat.Game#images}.
* @constructor
*/
function ImageLoader() {
/**
* The key-value object that stores named {@link external:image}s
* @member {object}
* @private
*/
this.images = {};
/**
* The total number of images to be loaded.
* @member {number}
* @private
*/
this.totalImages = 0;
/**
* The number of images that have loaded completely.
* @member {number}
* @private
*/
this.loadedImages = 0;
/**
* The names of all the images that were requested to be loaded.
* @member {Array}
* @private
*/
this.names = [];
}
/**
* Load an {@link external:image}.
* @param {string} name The name you want to use when you {@link ImageLoader#get} the {@link external:image}
* @param {string} path The path of the {@link external:image}.
*/
ImageLoader.prototype.load = function(name, path) {
// only load an image once
if (this.names.indexOf(name) > -1) {
return;
}
this.names.push(name);
this.totalImages++;
var img = new Image();
var self = this;
img.addEventListener("load", function() {
self.loadedImages++;
self.images[name] = img;
});
img.addEventListener("error", function() {
console.error("Error loading image " + path);
});
img.src = path;
};
/**
* Test if all {@link external:image}s have loaded.
* @returns {boolean}
*/
ImageLoader.prototype.allLoaded = function() {
return this.totalImages === this.loadedImages;
};
/**
* Retrieve a loaded {@link external:image}.
* @param {string} name The name given to the image during {@link ImageLoader#load}.
* @returns {external:image}
*/
ImageLoader.prototype.get = function(name) {
var img = this.images[name];
if (img === undefined) {
console.error("Unknown image: " + name);
}
return img;
};
module.exports = ImageLoader;