Loader#headers

headers : Object Used to map the application mime-types to to the Accept header in XHR requests.If you don't require these mappings, or they cause problems on your server, thenremove them from the headers object and the XHR request will not try to use them. This object can also be used to set the X-Requested-With header toXMLHttpRequest (or any other value you need). To enable this do: this.load.headers.requestedWith = 'XMLHttpRequest' before adding anything to the Loader. The XHR loader will

Loader#hasLoaded

hasLoaded : boolean True if all assets in the queue have finished loading. Source code: loader/Loader.js (Line 57)

Loader#getAssetIndex()

getAssetIndex(type, key) → {number} Get the queue-index of the file/asset with a specific key. Only assets in the download file queue will be found. Parameters Name Type Description type string The type asset you want to check. key string Key of the asset you want to check. Returns number - The index of this key in the filelist, or -1 if not found. The index may change and should only be used immediately following this call Source code: loader/Loader.js (Line 406)

Loader#getAsset()

getAsset(type, key) → {any} Find a file/asset with a specific key. Only assets in the download file queue will be found. Parameters Name Type Description type string The type asset you want to check. key string Key of the asset you want to check. Returns any - Returns an object if found that has 2 properties: index and file; otherwise a non-true value is returned. The index may change and should only be used immediately following this call. Source code: loader/Loader.js (Line 441

Loader#enableParallel

enableParallel : boolean If true (the default) then parallel downloading will be enabled. To disable all parallel downloads this must be set to false prior to any resource being loaded. Source code: loader/Loader.js (Line 211)

Loader#crossOrigin

crossOrigin : boolean | string The crossOrigin value applied to loaded images. Very often this needs to be set to 'anonymous'. Type boolean | string Source code: loader/Loader.js (Line 74)

Loader#checkKeyExists()

checkKeyExists(type, key) → {boolean} Check whether a file/asset with a specific key is queued to be loaded. To access a loaded asset use Phaser.Cache, eg. Phaser.Cache#checkImageKey Parameters Name Type Description type string The type asset you want to check. key string Key of the asset you want to check. Returns boolean - Return true if exists, otherwise return false. Source code: loader/Loader.js (Line 390)

Loader#bitmapFont()

bitmapFont(key, textureURL, atlasURL, atlasData, xSpacing, ySpacing) → {Phaser.Loader} Adds Bitmap Font files to the current load queue. To create the Bitmap Font files you can use: BMFont (Windows, free): http://www.angelcode.com/products/bmfont/Glyph Designer (OS X, commercial): http://www.71squared.com/en/glyphdesignerLittera (Web-based, free): http://kvazars.com/littera/ You can choose to either load the data externally, by providing a URL to an xml file.Or you can pass in an XML object o

Loader#binary()

binary(key, url, callback, callbackContext) → {Phaser.Loader} Adds a binary 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.getBinary(key). The URL can be relative or absolute. If the URL is relative the Loader.baseURL and Loader.path values will

Loader#baseURL

baseURL : string If you want to append a URL before the path of any asset you can set this here.Useful if allowing the asset base url to be configured outside of the game code.The string must end with a "/". Source code: loader/Loader.js (Line 83)