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

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

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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

2025-01-10 15:47:30
Cache#checkURL()
  • References/Game Development/Phaser/Loader/Cache

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

2025-01-10 15:47:30
Cache#checkTextKey()
  • References/Game Development/Phaser/Loader/Cache

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

2025-01-10 15:47:30
Loader#spritesheet()
  • References/Game Development/Phaser/Loader/Loader

spritesheet(key, url, frameWidth, frameHeight, frameMax, margin, spacing)

2025-01-10 15:47:30
Cache#updateFrameData()
  • References/Game Development/Phaser/Loader/Cache

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

2025-01-10 15:47:30
Cache#isSoundDecoded()
  • References/Game Development/Phaser/Loader/Cache

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

2025-01-10 15:47:30
Cache#addShader()
  • References/Game Development/Phaser/Loader/Cache

addShader(key, url, data) Adds a Fragment Shader in to the Cache. The file must have already been loaded, typically via Phaser.Loader

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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

2025-01-10 15:47:30
Loader#bitmapFont()
  • References/Game Development/Phaser/Loader/Loader

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

2025-01-10 15:47:30