Cache#reloadSoundComplete()
  • References/Game Development/Phaser/Loader/Cache

reloadSoundComplete(key) Fires the onSoundUnlock event when the sound has completed reloading. Parameters

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Cache#addTilemap()
  • References/Game Development/Phaser/Loader/Cache

addTilemap(key, url, mapData, format) Add a new tilemap to the Cache. Parameters

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Cache#getFrameByIndex()
  • References/Game Development/Phaser/Loader/Cache

getFrameByIndex(key, index, cache) → {Phaser

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Cache#addSpriteSheet()
  • References/Game Development/Phaser/Loader/Cache

addSpriteSheet(key, url, data, frameWidth, frameHeight, frameMax, margin, spacing)

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Loader#setPreloadSprite()
  • References/Game Development/Phaser/Loader/Loader

setPreloadSprite(sprite, direction) Set a Sprite to be a "preload" sprite by passing it to this method

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Cache#addBitmapFont()
  • References/Game Development/Phaser/Loader/Cache

addBitmapFont(key, url, data, atlasData, atlasType, xSpacing, ySpacing)

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Cache#getText()
  • References/Game Development/Phaser/Loader/Cache

getText(key) → {object} Gets a Text object from the cache. The object is looked-up based

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Loader#onPackComplete
  • References/Game Development/Phaser/Loader/Loader

onPackComplete : Phaser.Signal This event is dispatched

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Cache#getFrameCount()
  • References/Game Development/Phaser/Loader/Cache

getFrameCount(key, cache) → {number} Get the total number of frames

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Loader#atlas()
  • References/Game Development/Phaser/Loader/Loader

atlas(key, textureURL, atlasURL, atlasData, format)

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