Phaser:如何在预加载后加载资产?

unp*_*ito 5 javascript phaser-framework

我想知道是否可以在Phaser的给定时间动态加载资源,而不是在预加载函数中加载所有内容.原因很简单:我有一个有三个不同级别的游戏,所有游戏都有不同的背景歌曲; 所以我宁愿只在启动时加载一首歌来减少加载时间.

现在,我的预加载功能如下所示:

preload: function()
{
    game.load.audio('pixel_world',
        ['assets/music/pixel_world_lo.ogg', 'assets/music/pixel_world_lo.mp3']);
    game.load.audio('second_source',
        ['assets/music/second_source_lo.ogg', 'assets/music/second_source_lo.mp3']);
    game.load.audio('reboot_complete',
        ['assets/music/reboot_complete_lo.ogg', 'assets/music/reboot_complete_lo.mp3']);
    game.load.image('pickup', 'assets/img/pickup.png');
}
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我尝试将game.load.audio()之一调用移动到create函数:

create: function()
{
    game.load.audio('pixel_world',
        ['assets/music/pixel_world_lo.ogg', 'assets/music/pixel_world_lo.mp3']);
    // good things follow...
}
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但是,以下调用失败:

this.cache.isSoundDecoded(level.song)
// Phaser.Cache.isSoundDecoded: Key "pixel_world" not found in Cache.

song = game.add.audio(level.song);
// Phaser.Cache.getSound: Key "pixel_world" not found in Cache.
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你知道如何让这个工作,或任何其他方式来确保在游戏启动时没有加载这三首歌曲?谢谢!

unp*_*ito 6

文档中,对于像我这样的新手来说,那个大的未知:

audio(key,urls,autoDecode)→{Phaser.Loader}

将音频文件添加到当前加载队列.

调用此方法后,不会立即加载该文件.该文件将添加到队列中,以便在加载程序启动时加载.

所以基本上,preload之后的game.load.audio()没有加载歌曲,只是将它添加到队列中以供日后使用.为了加载歌曲,我还需要调用game.load.start():

create: function()
{
    game.load.audio('pixel_world',
        ['assets/music/pixel_world_lo.ogg', 'assets/music/pixel_world_lo.mp3']);
    game.load.start(); // THIS!
    // good things follow...
}
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