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

addImage(key, url, data) → {object} Adds an Image file into the Cache. The file must have already

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

getPhysicsData(key, object, fixtureKey) → {object} Gets a Physics

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

[static] CANVAS : number Source code:

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

[static] SOUND : number Source code:

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

getBitmapFont(key) → {Phaser.BitmapFont} Gets a Bitmap Font object from the cache. The object

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

removeBinary(key) Removes a binary file from the cache. Note that this only removes it from the Phaser.Cache. If you still have

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

checkTilemapKey(key) → {boolean} Checks if the given key exists in the Tilemap Cache.

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

[static] DEFAULT : PIXI.Texture

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

destroy() Clears the cache. Removes every local cache object reference.If an object in the cache has a destroy method

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

getBinary(key) → {object} Gets a binary object from the cache. The object is looked-up based

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