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

[static] TEXT : number Source code:

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

removeSound(key) Removes a sound from the cache. If any Phaser.Sound objects use the audio file in the cache that

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

[static] TEXTURE : number Source code:

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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#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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