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

checkShaderKey(key) → {boolean} Checks if the given key exists in the Fragment Shader Cache.

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

game : Phaser.Game Local reference to game.

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

addBitmapData(key, bitmapData, frameData) → {

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

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

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

[static] RENDER_TEXTURE : number Source code:

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

getFrameByName(key, name, cache) → {Phaser

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

checkTextureKey(key) → {boolean} Checks if the given key exists in the Texture Cache.

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

getItem(key, cache, method, property) → {object}

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

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

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

getBaseTexture(key, cache) → {

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