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

audiosprite(key, urls, jsonURL, jsonData, autoDecode)

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

hasLoaded : boolean True if all assets in the queue have finished loading. Source

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

atlasJSONArray(key, textureURL, atlasURL, atlasData)

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

start() Start loading the assets. Normally you don't need to call this yourself as the StateManager will do so.

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

addJSON(key, url, data) Add a new json object into the cache. Parameters

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

removeXML(key) Removes a xml object from the cache. Note that this only removes it from the Phaser.Cache. If you still have references

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

checkRenderTextureKey(key) → {boolean} Checks if the given key exists in the Render Texture Cache

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

addXML(key, url, data) Add a new xml object into the cache. Parameters

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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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