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

updateFrameData(key, frameData, cache) Replaces a set of frameData with a new Phaser.FrameData object

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

new Cache(game) Phaser has one single cache in which it stores all assets. The cache is split up into sections, such as images

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

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

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

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

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

isSoundDecoded(key) → {boolean} Check if the given sound has finished decoding. Parameters

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

bitmapFont(key, textureURL, atlasURL, atlasData, xSpacing, ySpacing) → {

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

[static] BITMAPDATA : number Source code:

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

enableParallel : boolean If true (the default) then parallel downloading will be enabled. To disable all parallel downloads

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

physics(key, url, data, format) → {

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

addRenderTexture(key, texture) Add a new Phaser.RenderTexture in to the cache. Parameters

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