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

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

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LoaderParser.xmlBitmapFont()
  • References/Game Development/Phaser/Loader/LoaderParser

<static> xmlBitmapFont(xml, baseTexture, xSpacing, ySpacing)

2025-01-10 15:47:30
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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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.TEXT
  • References/Game Development/Phaser/Loader/Cache

[static] TEXT : number Source code:

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

[static] TEXTURE_ATLAS_JSON_HASH : number Source code:

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

physics(key, url, data, format) → {

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

checkURL(url) → {boolean} Checks if the given URL has been loaded into the Cache.This method

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

removeImage(key, destroyBaseTexture) Removes an image from the cache. You can optionally elect

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

checkImageKey(key) → {boolean} Checks if the given key exists in the Image Cache. Note that this

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