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

removeRenderTexture(key) Removes a Render Texture from the cache. Note that this only removes it from the Phaser.Cache. If you

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

reloadSound(key) Reload a Sound file from the server. Parameters

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

checkBitmapDataKey(key) → {boolean} Checks if the given key exists in the BitmapData Cache.

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