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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Loader.PHYSICS_LIME_CORONA_JSON
  • References/Game Development/Phaser/Loader/Loader

[static] PHYSICS_LIME_CORONA_JSON : number Source code:

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

checkBitmapFontKey(key) → {boolean} Checks if the given key exists in the BitmapFont Cache.

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

decodedSound(key, data) Add a new decoded sound. Parameters Name

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

checkPhysicsKey(key) → {boolean} Checks if the given key exists in the Physics Cache.

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

removePhysics(key) Removes a physics data file from the cache. Note that this only removes it from the Phaser.Cache. If you still

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

getJSON(key, clone) → {object} Gets a JSON object from the cache.

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

resetLocked : boolean If true all calls to Loader.reset will be ignored. Useful if you need to create a load queue before swapping

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

atlasJSONArray(key, textureURL, atlasURL, atlasData)

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

getBaseTexture(key, cache) → {

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