Update XMLFile.js

This commit is contained in:
Richard Davey 2024-02-01 19:21:49 +00:00
parent 8e4ea336c0
commit aa0d60786f

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@ -17,7 +17,7 @@ var ParseXML = require('../../dom/ParseXML');
* A single XML File suitable for loading by the Loader.
*
* These are created when you use the Phaser.Loader.LoaderPlugin#xml method and are not typically created directly.
*
*
* For documentation about what all the arguments and configuration options mean please see Phaser.Loader.LoaderPlugin#xml.
*
* @class XMLFile
@ -93,7 +93,7 @@ var XMLFile = new Class({
* Adds an XML file, or array of XML files, to the current load queue.
*
* You can call this method from within your Scene's `preload`, along with any other files you wish to load:
*
*
* ```javascript
* function preload ()
* {
@ -108,14 +108,14 @@ var XMLFile = new Class({
* The typical flow for a Phaser Scene is that you load assets in the Scene's `preload` method and then when the
* Scene's `create` method is called you are guaranteed that all of those assets are ready for use and have been
* loaded.
*
*
* The key must be a unique String. It is used to add the file to the global XML Cache upon a successful load.
* The key should be unique both in terms of files being loaded and files already present in the XML Cache.
* Loading a file using a key that is already taken will result in a warning. If you wish to replace an existing file
* then remove it from the XML Cache first, before loading a new one.
*
* Instead of passing arguments you can pass a configuration object, such as:
*
*
* ```javascript
* this.load.xml({
* key: 'wavedata',
@ -126,7 +126,7 @@ var XMLFile = new Class({
* See the documentation for `Phaser.Types.Loader.FileTypes.XMLFileConfig` for more details.
*
* Once the file has finished loading you can access it from its Cache using its key:
*
*
* ```javascript
* this.load.xml('wavedata', 'files/AlienWaveData.xml');
* // and later in your game ...