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

removeVideo(key) Removes a video from the cache. Note that this only removes it from the Phaser.Cache. If you still have references

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

[static] BITMAPDATA : number Source code:

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

[static] TEXTURE : number Source code:

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

addSound(key, url, data, webAudio, audioTag) Adds a Sound file into the Cache. The file must have already been loaded, typically via

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

getXML(key) → {object} Gets an XML object from the cache. The object is looked-up based on

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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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