Loader#audiosprite()

audiosprite(key, urls, jsonURL, jsonData, autoDecode) → {Phaser.Loader} A legacy alias for Loader.audioSprite. Please see that method for documentation. Parameters Name Type Argument Default Description key string Unique asset key of the audio file. urls Array | string An array containing the URLs of the audio files, i.e.: [ 'audiosprite.mp3', 'audiosprite.ogg', 'audiosprite.m4a' ] or a single string containing just one URL. jsonURL string <optional> null The URL of th

Loader#audio()

audio(key, urls, autoDecode) → {Phaser.Loader} Adds an audio 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.getSound(key). The URL can be relative or absolute. If the URL is relative the Loader.baseURL and Loader.path values will be prepended to

Loader#atlasXML()

atlasXML(key, textureURL, atlasURL, atlasData) → {Phaser.Loader} Adds a Texture Atlas file to the current load queue. This call expects the atlas data to be in the Starling XML data format. To create the Texture Atlas you can use tools such as: Texture PackerShoebox If using Texture Packer we recommend you enable "Trim sprite names".If your atlas software has an option to "rotate" the resulting frames, you must disable it. You can choose to either load the data externally, by providing a URL

Loader#atlasJSONHash()

atlasJSONHash(key, textureURL, atlasURL, atlasData) → {Phaser.Loader} Adds a Texture Atlas file to the current load queue. Unlike Loader.atlas this call expects the atlas data to be in a JSON Hash format. To create the Texture Atlas you can use tools such as: Texture PackerShoebox If using Texture Packer we recommend you enable "Trim sprite names".If your atlas software has an option to "rotate" the resulting frames, you must disable it. You can choose to either load the data externally, by p

Loader#atlasJSONArray()

atlasJSONArray(key, textureURL, atlasURL, atlasData) → {Phaser.Loader} Adds a Texture Atlas file to the current load queue. Unlike Loader.atlasJSONHash this call expects the atlas data to be in a JSON Array format. To create the Texture Atlas you can use tools such as: Texture PackerShoebox If using Texture Packer we recommend you enable "Trim sprite names".If your atlas software has an option to "rotate" the resulting frames, you must disable it. You can choose to either load the data extern

Loader#atlas()

atlas(key, textureURL, atlasURL, atlasData, format) → {Phaser.Loader} Adds a Texture Atlas file to the current load queue. To create the Texture Atlas you can use tools such as: Texture PackerShoebox If using Texture Packer we recommend you enable "Trim sprite names".If your atlas software has an option to "rotate" the resulting frames, you must disable it. You can choose to either load the data externally, by providing a URL to a json file.Or you can pass in a JSON object or String via the a

Loader#addSyncPoint()

addSyncPoint(type, key) → {Phaser.Loader} Add a synchronization point to a specific file/asset in the load queue. This has no effect on already loaded assets. Parameters Name Type Description type string The type of resource to turn into a sync point (image, audio, xml, etc). key string Key of the file you want to turn into a sync point. Returns Phaser.Loader - This Loader instance. Source code: loader/Loader.js (Line 1675) See withSyncPoint

LinkedList#total

total : integer Number of elements in the list. Source code: utils/LinkedList.js (Line 53)

LinkedList#reset()

reset() Resets the first, last, next and previous node pointers in this list. Source code: utils/LinkedList.js (Line 92)

LinkedList#remove()

remove(item) Removes the given element from this linked list if it exists. Parameters Name Type Description item object The item to be removed from the list. Source code: utils/LinkedList.js (Line 107)