Loader#setPreloadSprite()
  • References/Game Development/Phaser/Loader/Loader

setPreloadSprite(sprite, direction) Set a Sprite to be a "preload" sprite by passing it to this method

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Loader.TEXTURE_ATLAS_JSON_HASH
  • References/Game Development/Phaser/Loader/Loader

[static] TEXTURE_ATLAS_JSON_HASH : number Source code:

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Loader#spritesheet()
  • References/Game Development/Phaser/Loader/Loader

spritesheet(key, url, frameWidth, frameHeight, frameMax, margin, spacing)

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Loader#bitmapFont()
  • References/Game Development/Phaser/Loader/Loader

bitmapFont(key, textureURL, atlasURL, atlasData, xSpacing, ySpacing) → {

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Loader#physics()
  • References/Game Development/Phaser/Loader/Loader

physics(key, url, data, format) → {

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Loader#enableParallel
  • References/Game Development/Phaser/Loader/Loader

enableParallel : boolean If true (the default) then parallel downloading will be enabled. To disable all parallel downloads

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Loader#headers
  • References/Game Development/Phaser/Loader/Loader

headers : Object Used to map the application mime-types to to the Accept header in XHR requests.If you don't require these

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Loader#progress
  • References/Game Development/Phaser/Loader/Loader

progress The rounded load progress percentage value (from 0 to 100). See Phaser

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Loader.TEXTURE_ATLAS_JSON_PYXEL
  • References/Game Development/Phaser/Loader/Loader

[static] TEXTURE_ATLAS_JSON_PYXEL : number Source code:

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Loader#xml()
  • References/Game Development/Phaser/Loader/Loader

xml(key, url, overwrite) → {

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