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 |
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game |
Phaser.Game | A reference to the currently running game. |
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Members
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<static, constant> TEXTURE_ATLAS_JSON_ARRAY :number
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Type:
- number
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<static, constant> TEXTURE_ATLAS_JSON_HASH :number
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Type:
- number
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<static, constant> TEXTURE_ATLAS_XML_STARLING :number
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Type:
- number
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baseURL
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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!
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Properties:
Name Type Description baseURL
string -
crossOrigin
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Properties:
Name Type Description crossOrigin
string The crossOrigin value applied to loaded images
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game
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Properties:
Name Type Description game
Phaser.Game Local reference to game.
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hasLoaded
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- Default Value:
- false
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Properties:
Name Type Description hasLoaded
boolean True if all assets in the queue have finished loading.
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isLoading
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- Default Value:
- false
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Properties:
Name Type Description isLoading
boolean True if the Loader is in the process of loading the queue.
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onFileComplete
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Properties:
Name Type Description onFileComplete
Phaser.Signal Event signal.
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onFileError
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Properties:
Name Type Description onFileError
Phaser.Signal Event signal.
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onLoadComplete
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Properties:
Name Type Description onLoadComplete
Phaser.Signal Event signal.
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onLoadStart
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Properties:
Name Type Description onLoadStart
Phaser.Signal Event signal.
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preloadSprite
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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.
- Default Value:
- null
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Properties:
Name Type Description preloadSprite
Description -
progress
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- Default Value:
- 0
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Properties:
Name Type Description progress
number The Load progress percentage value (from 0 to 100)
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queueSize
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- Default Value:
- 0
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Properties:
Type Description number Length of assets queue.
Methods
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<protected> addToFileList(type, key, url, properties)
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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.
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atlas(key, textureURL, atlasURL, atlasData, format)
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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.
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atlasJSONArray(key, atlasURL, atlasData)
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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.
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atlasJSONHash(key, atlasURL, atlasData)
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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.
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atlasXML(key, atlasURL, atlasData)
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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.
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audio(key, urls, autoDecode)
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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.
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bitmapFont(key, textureURL, xmlURL, xmlData)
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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.
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checkKeyExists(key) → {boolean}
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Check whether asset exists with a specific key.
Parameters:
Name Type Description key
string Key of the asset you want to check.
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Returns:
Return true if exists, otherwise return false.
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- boolean
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csvLoadComplete(key)
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Successfully loaded a CSV file.
Parameters:
Name Type Description key
string Key of the loaded CSV file.
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dataLoadError(key)
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Error occured when load a JSON.
Parameters:
Name Type Description key
string Key of the error loading JSON file.
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fileComplete(key)
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Called when a file is successfully loaded.
Parameters:
Name Type Description key
string Key of the successfully loaded file.
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fileError(key)
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Error occured when load a file.
Parameters:
Name Type Description key
string Key of the error loading file.
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image(key, url, overwrite)
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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
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jsonLoadComplete(key)
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Successfully loaded a JSON file.
Parameters:
Name Type Description key
string Key of the loaded JSON file.
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removeAll()
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Remove all file loading requests.
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removeFile(key)
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Remove loading request of a file.
Parameters:
Name Type Description key
string Key of the file you want to remove.
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reset()
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Reset loader, this will remove all loaded assets.
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setPreloadSprite(sprite, direction)
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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.
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spritesheet(key, url, frameWidth, frameHeight, frameMax)
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Add a new sprite sheet to the loader.
Parameters:
Name Type 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 How many frames in this sprite sheet.
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start()
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Start loading the assets. Normally you don't need to call this yourself as the StateManager will do so.
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text(key, url, overwrite)
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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.
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tilemap(key, tilesetURL, mapDataURL, mapData, format)
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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.
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xmlLoadComplete(key)
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Successfully loaded an XML file.
Parameters:
Name Type Description key
string Key of the loaded XML file.
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