Loader#onLoadStart

onLoadStart : Phaser.Signal This event is dispatched when the loading process starts: before the first file has been requested,but after all the initial packs have been loaded. Source code: loader/Loader.js (Line 134)

Loader#onLoadComplete

onLoadComplete : Phaser.Signal This event is dispatched when the final file in the load queue has either loaded or failed. Source code: loader/Loader.js (Line 141)

Loader#onFileStart

onFileStart : Phaser.Signal This event is dispatched immediately before a file starts loading.It's possible the file may fail (eg. download error, invalid format) after this event is sent. Params: (progress, file key, file url) Source code: loader/Loader.js (Line 162)

Loader#onFileError

onFileError : Phaser.Signal This event is dispatched when a file (or pack) errors as a result of the load request. For files it will be triggered before onFileComplete. For packs it will be triggered before onPackComplete. Params: (file key, file) Source code: loader/Loader.js (Line 186)

Loader#onFileComplete

onFileComplete : Phaser.Signal This event is dispatched when a file has either loaded or failed to load. Any function bound to this will receive the following parameters: progress, file key, success?, total loaded files, total files Where progress is a number between 1 and 100 (inclusive) representing the percentage of the load. Source code: loader/Loader.js (Line 175)

Loader#Loader

new Loader(game) The Loader handles loading all external content such as Images, Sounds, Texture Atlases and data files. The loader uses a combination of tag loading (eg. Image elements) and XHR and provides progress and completion callbacks. Parallel loading (see enableParallel) is supported and enabled by default.Load-before behavior of parallel resources is controlled by synchronization points as discussed in withSyncPoint. Texture Atlases can be created with tools such as Texture Packer a

Loader#json()

json(key, url, overwrite) → {Phaser.Loader} Adds a JSON file to the current load queue. The file is not loaded immediately after calling this method. The file is added to the queue ready to be loaded when the loader starts. The key must be a unique String. It is used to add the file to the Phaser.Cache upon successful load. Retrieve the file via Cache.getJSON(key). JSON files are automatically parsed upon load.If you need to control when the JSON is parsed then use Loader.text instead and par

Loader#isLoading

isLoading : boolean True if the Loader is in the process of loading the queue. Source code: loader/Loader.js (Line 50)

Loader#images()

images(keys, urls) → {Phaser.Loader} Adds an array of images to the current load queue. It works by passing each element of the array to the Loader.image method. The files are not loaded immediately after calling this method. The files are added to the queue ready to be loaded when the loader starts. Phaser can load all common image types: png, jpg, gif and any other format the browser can natively handle. The keys must be unique Strings. They are used to add the files to the Phaser.Cache upo

Loader#image()

image(key, url, overwrite) → {Phaser.Loader} Adds an Image to the current load queue. The file is not loaded immediately after calling this method. The file is added to the queue ready to be loaded when the loader starts. Phaser can load all common image types: png, jpg, gif and any other format the browser can natively handle. The key must be a unique String. It is used to add the file to the Phaser.Cache upon successful load. Retrieve the image via Cache.getImage(key) The URL can be relativ