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

resetLocked : boolean If true all calls to Loader.reset will be ignored. Useful if you need to create a load queue before swapping

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

atlasJSONArray(key, textureURL, atlasURL, atlasData)

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

atlasXML(key, textureURL, atlasURL, atlasData)

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

onFileError : Phaser.Signal This event is dispatched

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

path : string The value of path, if set, is placed before any relative file path given. For example:

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

json(key, url, overwrite) → {

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

audiosprite(key, urls, jsonURL, jsonData, autoDecode)

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

hasLoaded : boolean True if all assets in the queue have finished loading. Source

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

getAssetIndex(type, key) → {number} Get the queue-index of the file/asset with a specific key.

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

start() Start loading the assets. Normally you don't need to call this yourself as the StateManager will do so.

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