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

removeBitmapFont(key) Removes a bitmap font from the cache. Note that this only removes it from the Phaser.Cache. If you still

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

addCanvas(key, canvas, context) Add a new canvas object in to the cache. Parameters

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

checkXMLKey(key) → {boolean} Checks if the given key exists in the XML Cache. Parameters

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

getFrameData(key, cache) → {Phaser

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Cache.BINARY
  • References/Game Development/Phaser/Loader/Cache

[static] BINARY : number Source code:

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

checkBinaryKey(key) → {boolean} Checks if the given key exists in the Binary Cache. Parameters

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

addVideo(key, url, data, isBlob) Adds a Video file into the Cache. The file must have already been loaded, typically via Phaser.Loader

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

checkKeyExists(type, key) → {boolean} Check whether a file/asset with a specific key is queued to

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

getVideo(key) → {Phaser.Video}

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

checkShaderKey(key) → {boolean} Checks if the given key exists in the Fragment Shader Cache.

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