Cache#checkRenderTextureKey()

checkRenderTextureKey(key) → {boolean} Checks if the given key exists in the Render Texture Cache. Parameters Name Type Description key string The key of the asset within the cache. Returns boolean - True if the key exists in the cache, otherwise false. Source code: loader/Cache.js (Line 1006)

Cache#checkPhysicsKey()

checkPhysicsKey(key) → {boolean} Checks if the given key exists in the Physics Cache. Parameters Name Type Description key string The key of the asset within the cache. Returns boolean - True if the key exists in the cache, otherwise false. Source code: loader/Cache.js (Line 889)

Cache#checkKey()

checkKey(cache, key) → {boolean} Checks if a key for the given cache object type exists. Parameters Name Type Description cache integer The cache to search. One of the Cache consts such as Phaser.Cache.IMAGE or Phaser.Cache.SOUND. key string The key of the asset within the cache. Returns boolean - True if the key exists, otherwise false. Source code: loader/Cache.js (Line 784)

Cache#checkJSONKey()

checkJSONKey(key) → {boolean} Checks if the given key exists in the JSON Cache. Parameters Name Type Description key string The key of the asset within the cache. Returns boolean - True if the key exists in the cache, otherwise false. Source code: loader/Cache.js (Line 954)

Cache#checkImageKey()

checkImageKey(key) → {boolean} Checks if the given key exists in the Image Cache. Note that this also includes Texture Atlases, Sprite Sheets and Retro Fonts. Parameters Name Type Description key string The key of the asset within the cache. Returns boolean - True if the key exists in the cache, otherwise false. Source code: loader/Cache.js (Line 837)

Cache#checkCanvasKey()

checkCanvasKey(key) → {boolean} Checks if the given key exists in the Canvas Cache. Parameters Name Type Description key string The key of the asset within the cache. Returns boolean - True if the key exists in the cache, otherwise false. Source code: loader/Cache.js (Line 824)

Cache#checkBitmapFontKey()

checkBitmapFontKey(key) → {boolean} Checks if the given key exists in the BitmapFont Cache. Parameters Name Type Description key string The key of the asset within the cache. Returns boolean - True if the key exists in the cache, otherwise false. Source code: loader/Cache.js (Line 941)

Cache#checkBitmapDataKey()

checkBitmapDataKey(key) → {boolean} Checks if the given key exists in the BitmapData Cache. Parameters Name Type Description key string The key of the asset within the cache. Returns boolean - True if the key exists in the cache, otherwise false. Source code: loader/Cache.js (Line 928)

Cache#checkBinaryKey()

checkBinaryKey(key) → {boolean} Checks if the given key exists in the Binary Cache. Parameters Name Type Description key string The key of the asset within the cache. Returns boolean - True if the key exists in the cache, otherwise false. Source code: loader/Cache.js (Line 915)

Cache#Cache

new Cache(game) Phaser has one single cache in which it stores all assets. The cache is split up into sections, such as images, sounds, video, json, etc. All assets are stored usinga unique string-based key as their identifier. Assets stored in different areas of the cache can have thesame key, for example 'playerWalking' could be used as the key for both a sprite sheet and an audio file,because they are unique data types. The cache is automatically populated by the Phaser.Loader. When you us