Class: Loader

Phaser. Loader

The Loader handles loading all external content such as Images, Sounds, Texture Atlases and data files. It uses a combination of Image() loading and xhr and provides progress and completion callbacks.

new Loader(game)

Phaser loader constructor. The Loader handles loading all external content such as Images, Sounds, Texture Atlases and data files. It uses a combination of Image() loading and xhr and provides progress and completion callbacks.

Parameters:
Name Type Description
game Phaser.Game

A reference to the currently running game.

Source:

Members

<static, constant> TEXTURE_ATLAS_JSON_ARRAY :number

Type:
  • number
Source:

<static, constant> TEXTURE_ATLAS_JSON_HASH :number

Type:
  • number
Source:

<static, constant> TEXTURE_ATLAS_XML_STARLING :number

Type:
  • number
Source:

baseURL

If you want to append a URL before the path of any asset you can set this here. Useful if you need to allow an asset url to be configured outside of the game code. MUST have / on the end of it!

Properties:
Name Type Description
baseURL string
Source:

crossOrigin

Properties:
Name Type Description
crossOrigin string

The crossOrigin value applied to loaded images

Source:

game

Properties:
Name Type Description
game Phaser.Game

Local reference to game.

Source:

hasLoaded

Properties:
Name Type Description
hasLoaded boolean

True if all assets in the queue have finished loading.

Default Value:
  • false
Source:

isLoading

Properties:
Name Type Description
isLoading boolean

True if the Loader is in the process of loading the queue.

Default Value:
  • false
Source:

onFileComplete

Properties:
Name Type Description
onFileComplete Phaser.Signal

Event signal.

Source:

onFileError

Properties:
Name Type Description
onFileError Phaser.Signal

Event signal.

Source:

onLoadComplete

Properties:
Name Type Description
onLoadComplete Phaser.Signal

Event signal.

Source:

onLoadStart

Properties:
Name Type Description
onLoadStart Phaser.Signal

Event signal.

Source:

preloadSprite

You can optionally link a sprite to the preloader. If you do so the Sprite's width or height will be cropped based on the percentage loaded.

Properties:
Name Type Description
preloadSprite Description
Default Value:
  • null
Source:

progress

Properties:
Name Type Description
progress number

The Load progress percentage value (from 0 to 100)

Default Value:
  • 0
Source:

queueSize

Properties:
Type Description
number

Length of assets queue.

Default Value:
  • 0
Source:

Methods

<protected> addToFileList(type, key, url, properties)

Internal function that adds a new entry to the file list. Do not call directly.

Parameters:
Name Type Description
type Description

Description.

key string

Description.

url string

URL of Description.

properties Description

Description.

Source:

atlas(key, textureURL, atlasURL, atlasData, format)

Add a new texture atlas to the loader.

Parameters:
Name Type Argument Description
key string

Unique asset key of the texture atlas file.

textureURL string

The url of the texture atlas image file.

atlasURL string <optional>

The url of the texture atlas data file (json/xml). You don't need this if you are passing an atlasData object instead.

atlasData object <optional>

A JSON or XML data object. You don't need this if the data is being loaded from a URL.

format number <optional>

A value describing the format of the data, the default is Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY.

Source:

atlasJSONArray(key, atlasURL, atlasData)

Add a new texture atlas to the loader. This atlas uses the JSON Array data format.

Parameters:
Name Type Description
key string

Unique asset key of the bitmap font.

atlasURL Description

The url of the Description.

atlasData Description

Description.

Source:

atlasJSONHash(key, atlasURL, atlasData)

Add a new texture atlas to the loader. This atlas uses the JSON Hash data format.

Parameters:
Name Type Description
key string

Unique asset key of the bitmap font.

atlasURL Description

The url of the Description.

atlasData Description

Description.

Source:

atlasXML(key, atlasURL, atlasData)

Add a new texture atlas to the loader. This atlas uses the Starling XML data format.

Parameters:
Name Type Description
key string

Unique asset key of the bitmap font.

atlasURL Description

The url of the Description.

atlasData Description

Description.

Source:

audio(key, urls, autoDecode)

Add a new audio file to the loader.

Parameters:
Name Type Description
key string

Unique asset key of the audio file.

urls Array

An array containing the URLs of the audio files, i.e.: [ 'jump.mp3', 'jump.ogg', 'jump.m4a' ].

autoDecode boolean

When using Web Audio the audio files can either be decoded at load time or run-time. They can't be played until they are decoded, but this let's you control when that happens. Decoding is a non-blocking async process.

Source:

bitmapFont(key, textureURL, xmlURL, xmlData)

Add a new bitmap font loading request.

Parameters:
Name Type Argument Description
key string

Unique asset key of the bitmap font.

textureURL string

The url of the font image file.

xmlURL string <optional>

The url of the font data file (xml/fnt)

xmlData object <optional>

An optional XML data object.

Source:

checkKeyExists(key) → {boolean}

Check whether asset exists with a specific key.

Parameters:
Name Type Description
key string

Key of the asset you want to check.

Source:
Returns:

Return true if exists, otherwise return false.

Type
boolean

csvLoadComplete(key)

Successfully loaded a CSV file.

Parameters:
Name Type Description
key string

Key of the loaded CSV file.

Source:

dataLoadError(key)

Error occured when load a JSON.

Parameters:
Name Type Description
key string

Key of the error loading JSON file.

Source:

fileComplete(key)

Called when a file is successfully loaded.

Parameters:
Name Type Description
key string

Key of the successfully loaded file.

Source:

fileError(key)

Error occured when load a file.

Parameters:
Name Type Description
key string

Key of the error loading file.

Source:

image(key, url, overwrite)

Add an image to the Loader.

Parameters:
Name Type Description
key string

Unique asset key of this image file.

url string

URL of image file.

overwrite boolean

If an entry with a matching key already exists this will over-write it

Source:

jsonLoadComplete(key)

Successfully loaded a JSON file.

Parameters:
Name Type Description
key string

Key of the loaded JSON file.

Source:

removeAll()

Remove all file loading requests.

Source:

removeFile(key)

Remove loading request of a file.

Parameters:
Name Type Description
key string

Key of the file you want to remove.

Source:

reset()

Reset loader, this will remove all loaded assets.

Source:

setPreloadSprite(sprite, direction)

You can set a Sprite to be a "preload" sprite by passing it to this method. A "preload" sprite will have its width or height crop adjusted based on the percentage of the loader in real-time. This allows you to easily make loading bars for games.

Parameters:
Name Type Argument Default Description
sprite Phaser.Sprite

The sprite that will be cropped during the load.

direction number <optional>
0

A value of zero means the sprite width will be cropped, a value of 1 means its height will be cropped.

Source:

spritesheet(key, url, frameWidth, frameHeight, frameMax)

Add a new sprite sheet to the loader.

Parameters:
Name Type Argument Default Description
key string

Unique asset key of the sheet file.

url string

URL of the sheet file.

frameWidth number

Width of each single frame.

frameHeight number

Height of each single frame.

frameMax number <optional>
-1

How many frames in this sprite sheet. If not specified it will divide the whole image into frames.

Source:

start()

Start loading the assets. Normally you don't need to call this yourself as the StateManager will do so.

Source:

text(key, url, overwrite)

Add a text file to the Loader.

Parameters:
Name Type Description
key string

Unique asset key of the text file.

url string

URL of the text file.

overwrite boolean

True if Description.

Source:

tilemap(key, tilesetURL, mapDataURL, mapData, format)

Add a new tilemap loading request.

Parameters:
Name Type Argument Description
key string

Unique asset key of the tilemap data.

tilesetURL string

The url of the tile set image file.

mapDataURL string <optional>

The url of the map data file (csv/json)

mapData object <optional>

An optional JSON data object (can be given in place of a URL).

format string <optional>

The format of the map data.

Source:

tileset(key, url, tileWidth, tileHeight, tileMax, tileMargin, tileSpacing)

Add a new tile set to the loader. These are used in the rendering of tile maps.

Parameters:
Name Type Argument Default Description
key string

Unique asset key of the tileset file.

url string

URL of the tileset.

tileWidth number

Width of each single tile in pixels.

tileHeight number

Height of each single tile in pixels.

tileMax number <optional>
-1

How many tiles in this tileset. If not specified it will divide the whole image into tiles.

tileMargin number <optional>
0

If the tiles have been drawn with a margin, specify the amount here.

tileSpacing number <optional>
0

If the tiles have been drawn with spacing between them, specify the amount here.

Source:

xmlLoadComplete(key)

Successfully loaded an XML file.

Parameters:
Name Type Description
key string

Key of the loaded XML file.

Source:
Phaser Copyright © 2012-2013 Photon Storm Ltd.
Documentation generated by JSDoc 3.2.0-dev on Wed Oct 23 2013 13:52:01 GMT+0100 (BST) using the DocStrap template.