Cache#onSoundUnlock
  • References/Game Development/Phaser/Loader/Cache

onSoundUnlock : Phaser.Signal This event is dispatched

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

[static] XML : number Source code:

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

hasFrameData(key, cache) → {boolean} Check if the FrameData for the

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

[static] SHADER : number Source code:

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

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

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

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

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

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

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

getSoundData(key) → {object} Gets a raw Sound data object from the cache. The object is looked-up

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

getFrame(key, cache) → {Phaser.Frame}

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