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

crossOrigin : boolean | string The crossOrigin value applied to loaded images. Very often this needs to be set to 'anonymous'.

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

path : string The value of path, if set, is placed before any relative file path given. For example:

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

onFileError : Phaser.Signal This event is dispatched

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

json(key, url, overwrite) → {

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

getAssetIndex(type, key) → {number} Get the queue-index of the file/asset with a specific key.

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

atlasXML(key, textureURL, atlasURL, atlasData)

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

addSyncPoint(type, key) → {Phaser.Loader}

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

getKeys(cache) → {Array} Gets all keys used in the requested Cache

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

isSoundReady(key) → {boolean} Check if the given sound is ready for playback.A sound is considered

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