new Loader(game)
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 - loader/Loader.js, line 16
Members
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<static, constant> PHYSICS_LIME_CORONA_JSON :number
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- Source - loader/Loader.js, line 173
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<static, constant> PHYSICS_PHASER_JSON :number
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- Source - loader/Loader.js, line 179
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<static, constant> TEXTURE_ATLAS_JSON_ARRAY :number
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- Source - loader/Loader.js, line 155
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<static, constant> TEXTURE_ATLAS_JSON_HASH :number
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- Source - loader/Loader.js, line 161
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<static, constant> TEXTURE_ATLAS_XML_STARLING :number
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- Source - loader/Loader.js, line 167
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baseURL :string
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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!
- Source - loader/Loader.js, line 69
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crossOrigin :boolean|string
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The crossOrigin value applied to loaded images. Very often this needs to be set to 'anonymous'.
Type:
- boolean | string
- Default Value:
- false
- Source - loader/Loader.js, line 60
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game :Phaser.Game
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Local reference to game.
- Source - loader/Loader.js, line 21
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hasLoaded :boolean
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True if all assets in the queue have finished loading.
- Default Value:
- false
- Source - loader/Loader.js, line 33
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isLoading :boolean
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True if the Loader is in the process of loading the queue.
- Default Value:
- false
- Source - loader/Loader.js, line 27
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onFileComplete :Phaser.Signal
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This event is dispatched when a file completes loading successfully.
- Source - loader/Loader.js, line 84
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onFileError :Phaser.Signal
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This event is dispatched when a file errors as a result of the load request.
- Source - loader/Loader.js, line 89
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onFileStart :Phaser.Signal
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This event is dispatched immediately before a file starts loading. It's possible the file may still error (404, etc) after this event is sent.
- Source - loader/Loader.js, line 79
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onLoadComplete :Phaser.Signal
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This event is dispatched when the final file in the load queue has either loaded or failed.
- Source - loader/Loader.js, line 94
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onLoadStart :Phaser.Signal
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This event is dispatched when the loading process starts, before the first file has been requested.
- Source - loader/Loader.js, line 74
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onPackComplete :Phaser.Signal
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This event is dispatched when an asset pack has either loaded or failed.
- Source - loader/Loader.js, line 99
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preloadSprite :object
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You can optionally link a sprite to the preloader. If you do so the Sprites width or height will be cropped based on the percentage loaded. This property is an object containing: sprite, rect, direction, width and height
- Source - loader/Loader.js, line 54
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progress :number
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The rounded load progress percentage value (from 0 to 100)
- Default Value:
- 0
- Source - loader/Loader.js, line 39
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progressFloat :number
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The non-rounded load progress value (from 0.0 to 100.0)
- Default Value:
- 0
- Source - loader/Loader.js, line 45
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useXDomainRequest :boolean
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If true and if the browser supports XDomainRequest, it will be used in preference for xhr when loading json files. This is only relevant for IE9 when you know your server/CDN requires it.
- Source - loader/Loader.js, line 104
Methods
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<internal> 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
string The type of resource to add to the list (image, audio, xml, etc).
key
string The unique Cache ID key of this resource.
url
string The URL the asset will be loaded from.
properties
object Any additional properties needed to load the file.
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - loader/Loader.js, line 326
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atlas(key, textureURL, atlasURL, atlasData, format) → {Phaser.Loader}
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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.
Returns:
This Loader instance.
- Source - loader/Loader.js, line 862
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atlasJSONArray(key, textureURL, atlasURL, atlasData) → {Phaser.Loader}
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Add a new texture atlas to the loader. This atlas uses the JSON Array data format.
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.
Returns:
This Loader instance.
- Source - loader/Loader.js, line 814
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atlasJSONHash(key, textureURL, atlasURL, atlasData) → {Phaser.Loader}
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Add a new texture atlas to the loader. This atlas uses the JSON Hash data format.
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.
Returns:
This Loader instance.
- Source - loader/Loader.js, line 830
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atlasXML(key, textureURL, atlasURL, atlasData) → {Phaser.Loader}
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Add a new texture atlas to the loader. This atlas uses the Starling XML data format.
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.
Returns:
This Loader instance.
- Source - loader/Loader.js, line 846
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audio(key, urls, autoDecode) → {Phaser.Loader}
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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 | string An array containing the URLs of the audio files, i.e.: [ 'jump.mp3', 'jump.ogg', 'jump.m4a' ] or a single string containing just one URL.
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.
Returns:
This Loader instance.
- Source - loader/Loader.js, line 615
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audiosprite(key, urls, atlasURL) → {Phaser.Loader}
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Add a new audiosprite file to the loader. Audio Sprites are a combination of audio files and a JSON configuration. The JSON follows the format of that created by https://github.com/tonistiigi/audiosprite
Parameters:
Name Type 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.
atlasURL
string The URL of the audiosprite configuration json.
Returns:
This Loader instance.
- Source - loader/Loader.js, line 634
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binary(key, url, callback, callbackContext) → {Phaser.Loader}
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Add a binary file to the Loader. It will be loaded via xhr with a responseType of "arraybuffer". You can specify an optional callback to process the file after load. When the callback is called it will be passed 2 parameters: the key of the file and the file data. WARNING: If you specify a callback, the file data will be set to whatever your callback returns. So always return the data object, even if you didn't modify it.
Parameters:
Name Type Argument Description key
string Unique asset key of the binary file.
url
string URL of the binary file.
callback
function <optional>
Optional callback that will be passed the file after loading, so you can perform additional processing on it.
callbackContext
function <optional>
The context under which the callback will be applied. If not specified it will use the callback itself as the context.
Returns:
This Loader instance.
- Source - loader/Loader.js, line 567
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bitmapFont(key, textureURL, xmlURL, xmlData, xSpacing, ySpacing) → {Phaser.Loader}
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Add a new bitmap font loading request.
Parameters:
Name Type Argument Default 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.
xSpacing
number <optional>
0 If you'd like to add additional horizontal spacing between the characters then set the pixel value here.
ySpacing
number <optional>
0 If you'd like to add additional vertical spacing between the lines then set the pixel value here.
Returns:
This Loader instance.
- Source - loader/Loader.js, line 750
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checkKeyExists(type, key) → {boolean}
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Check whether asset exists with a specific key. Use Phaser.Cache to access loaded assets, e.g. Phaser.Cache#checkImageKey
Parameters:
Name Type Description type
string The type asset you want to check.
key
string Key of the asset you want to check.
Returns:
boolean -Return true if exists, otherwise return false.
- Source - loader/Loader.js, line 232
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csvLoadComplete(index)
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Successfully loaded a CSV file.
Parameters:
Name Type Description index
number The index of the file in the file queue that loaded.
- Source - loader/Loader.js, line 1636
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dataLoadError(index)
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Error occured when load a JSON.
Parameters:
Name Type Description index
number The index of the file in the file queue that errored.
- Source - loader/Loader.js, line 1661
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fileComplete(index)
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Called when a file is successfully loaded.
Parameters:
Name Type Description index
number The index of the file in the file queue that loaded.
- Source - loader/Loader.js, line 1445
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fileError(index)
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Error occured when loading a file.
Parameters:
Name Type Description index
number The index of the file in the file queue that errored.
- Source - loader/Loader.js, line 1426
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getAsset(type, key) → {any}
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Gets the asset that is queued for load.
Parameters:
Name Type Description type
string The type asset you want to check.
key
string Key of the asset you want to check.
Returns:
any -Returns an object if found that has 2 properties: index and file. Otherwise false.
- Source - loader/Loader.js, line 283
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getAssetIndex(type, key) → {number}
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Gets the fileList index for the given key.
Parameters:
Name Type Description type
string The type asset you want to check.
key
string Key of the asset you want to check.
Returns:
number -The index of this key in the filelist, or -1 if not found.
- Source - loader/Loader.js, line 258
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image(key, url, overwrite) → {Phaser.Loader}
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Add an image to the Loader.
Parameters:
Name Type Argument Default Description key
string Unique asset key of this image file.
url
string URL of image file.
overwrite
boolean <optional>
false If an unloaded file with a matching key already exists in the queue, this entry will overwrite it.
Returns:
This Loader instance.
- Source - loader/Loader.js, line 441
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json(key, url, overwrite) → {Phaser.Loader}
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Add a json file to the Loader.
Parameters:
Name Type Argument Default Description key
string Unique asset key of the json file.
url
string URL of the json file.
overwrite
boolean <optional>
false If an unloaded file with a matching key already exists in the queue, this entry will overwrite it.
Returns:
This Loader instance.
- Source - loader/Loader.js, line 493
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jsonLoadComplete(index)
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Successfully loaded a JSON file.
Parameters:
Name Type Description index
number The index of the file in the file queue that loaded.
- Source - loader/Loader.js, line 1592
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pack(key, url, data, callbackContext) → {Phaser.Loader}
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Add an image to the Loader.
Parameters:
Name Type Argument Description key
string Unique asset key of this image file.
url
string <optional>
URL of the Asset Pack JSON file. If you wish to pass a json object instead set this to null and pass the object as the data parameter.
data
object <optional>
The Asset Pack JSON data. Use this to pass in a json data object rather than loading it from a URL. TODO
callbackContext
object <optional>
Some Loader operations, like Binary and Script require a context for their callbacks. Pass the context here.
Returns:
This Loader instance.
- Source - loader/Loader.js, line 404
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physics(key, url, data, format) → {Phaser.Loader}
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Add a new physics data object loading request. The data must be in Lime + Corona JSON format. Physics Editor by code'n'web exports in this format natively.
Parameters:
Name Type Argument Default Description key
string Unique asset key of the physics json data.
url
string <optional>
The url of the map data file (csv/json)
data
object <optional>
An optional JSON data object. If given then the url is ignored and this JSON object is used for physics data instead.
format
string <optional>
Phaser.Physics.LIME_CORONA_JSON The format of the physics data.
Returns:
This Loader instance.
- Source - loader/Loader.js, line 707
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removeAll()
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Remove all file loading requests.
- Source - loader/Loader.js, line 960
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removeFile(type, key)
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Remove loading request of a file.
Parameters:
Name Type Description type
string The type of resource to add to the list (image, audio, xml, etc).
key
string Key of the file you want to remove.
- Source - loader/Loader.js, line 942
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<internal> replaceInFileList(type, key, url, properties)
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Internal function that replaces an existing entry in the file list with a new one. Do not call directly.
Parameters:
Name Type Description type
string The type of resource to add to the list (image, audio, xml, etc).
key
string The unique Cache ID key of this resource.
url
string The URL the asset will be loaded from.
properties
object Any additional properties needed to load the file.
- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - loader/Loader.js, line 362
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reset()
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Reset loader, this will remove the load queue.
- Source - loader/Loader.js, line 308
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resize(width, height)
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Called automatically by ScaleManager when the game resizes in RESIZE scalemode. We use this to adjust the height of the preloading sprite, if set.
Parameters:
Name Type Description width
number The new width of the game in pixels.
height
number The new height of the game in pixels.
- Source - loader/Loader.js, line 215
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script(key, url, callback, callbackContext) → {Phaser.Loader}
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Add a JavaScript file to the Loader. Once loaded the JavaScript file will be automatically turned into a script tag (and executed), so be careful what you load! You can also specify a callback. This will be executed as soon as the script tag has been created.
Parameters:
Name Type Argument Description key
string Unique asset key of the script file.
url
string URL of the JavaScript file.
callback
function <optional>
Optional callback that will be called after the script tag has loaded, so you can perform additional processing.
callbackContext
function <optional>
The context under which the callback will be applied. If not specified it will use the callback itself as the context.
Returns:
This Loader instance.
- Source - loader/Loader.js, line 545
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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. Note that Sprite.visible = true will be set when calling this.
Parameters:
Name Type Argument Default Description sprite
Phaser.Sprite | Phaser.Image The sprite or image that will be cropped during the load.
direction
number <optional>
0 A value of zero means the sprite will be cropped horizontally, a value of 1 means its will be cropped vertically.
- Source - loader/Loader.js, line 183
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spritesheet(key, url, frameWidth, frameHeight, frameMax, margin, spacing) → {Phaser.Loader}
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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.
margin
number <optional>
0 If the frames have been drawn with a margin, specify the amount here.
spacing
number <optional>
0 If the frames have been drawn with spacing between them, specify the amount here.
Returns:
This Loader instance.
- Source - loader/Loader.js, line 590
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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.
- Source - loader/Loader.js, line 971
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text(key, url, overwrite) → {Phaser.Loader}
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Add a text file to the Loader.
Parameters:
Name Type Argument Default Description key
string Unique asset key of the text file.
url
string URL of the text file.
overwrite
boolean <optional>
false If an unloaded file with a matching key already exists in the queue, this entry will overwrite it.
Returns:
This Loader instance.
- Source - loader/Loader.js, line 467
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tilemap(key, url, data, format) → {Phaser.Loader}
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Add a new tilemap loading request.
Parameters:
Name Type Argument Default Description key
string Unique asset key of the tilemap data.
url
string <optional>
The url of the map data file (csv/json)
data
object <optional>
An optional JSON data object. If given then the url is ignored and this JSON object is used for map data instead.
format
number <optional>
Phaser.Tilemap.CSV The format of the map data. Either Phaser.Tilemap.CSV or Phaser.Tilemap.TILED_JSON.
Returns:
This Loader instance.
- Source - loader/Loader.js, line 654
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totalLoadedFiles() → {number}
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Returns the number of files that have already been loaded, even if they errored.
Returns:
number -The number of files that have already been loaded (even if they errored)
- Source - loader/Loader.js, line 1792
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totalLoadedPacks() → {number}
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Returns the number of asset packs that have already been loaded, even if they errored.
Returns:
number -The number of asset packs that have already been loaded (even if they errored)
- Source - loader/Loader.js, line 1836
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totalQueuedFiles() → {number}
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Returns the number of files still waiting to be processed in the load queue. This value decreases as each file in the queue is loaded.
Returns:
number -The number of files that still remain in the load queue.
- Source - loader/Loader.js, line 1814
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totalQueuedPacks() → {number}
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Returns the number of asset packs still waiting to be processed in the load queue. This value decreases as each pack in the queue is loaded.
Returns:
number -The number of asset packs that still remain in the load queue.
- Source - loader/Loader.js, line 1858
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xml(key, url, overwrite) → {Phaser.Loader}
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Add an XML file to the Loader.
Parameters:
Name Type Argument Default Description key
string Unique asset key of the xml file.
url
string URL of the xml file.
overwrite
boolean <optional>
false If an unloaded file with a matching key already exists in the queue, this entry will overwrite it.
Returns:
This Loader instance.
- Source - loader/Loader.js, line 519
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xmlLoadComplete(index)
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Successfully loaded an XML file.
Parameters:
Name Type Description index
number The index of the file in the file queue that loaded.
- Source - loader/Loader.js, line 1680