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

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

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

json(key, url, overwrite) → {

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

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

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