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 using
a unique string-based key as their identifier. Assets stored in different areas of the cache can have the
same 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 use the loader to pull in external assets
such as images they are automatically placed into their respective cache. Most common Game Objects, such as
Sprites and Videos automatically query the cache to extract the assets they need on instantiation.
You can access the cache from within a State via this.cache
. From here you can call any public method it has,
including adding new entries to it, deleting them or querying them.
Understand that almost without exception when you get an item from the cache it will return a reference to the
item stored in the cache, not a copy of it. Therefore if you retrieve an item and then modify it, the original
object in the cache will also be updated, even if you don't put it back into the cache again.
By default when you change State the cache is not cleared, although there is an option to clear it should
your game require it. In a typical game set-up the cache is populated once after the main game has loaded and
then used as an asset store.
Parameters:
Name | Type | Description |
---|---|---|
game |
Phaser.Game | A reference to the currently running game. |
- Source - loader/Cache.js, line 34
Members
-
<static, constant> BINARY :number
-
- Source - loader/Cache.js, line 167
-
<static, constant> BITMAPDATA :number
-
- Source - loader/Cache.js, line 173
-
<static, constant> BITMAPFONT :number
-
- Source - loader/Cache.js, line 179
-
<static, constant> CANVAS :number
-
- Source - loader/Cache.js, line 125
-
<static, constant> DEFAULT :PIXI.Texture
-
The default image used for a texture when no other is specified.
- Source - loader/Cache.js, line 216
-
<static, constant> IMAGE :number
-
- Source - loader/Cache.js, line 131
-
<static, constant> JSON :number
-
- Source - loader/Cache.js, line 185
-
<static, constant> MISSING :PIXI.Texture
-
The default image used for a texture when the source image is missing.
- Source - loader/Cache.js, line 223
-
<static, constant> PHYSICS :number
-
- Source - loader/Cache.js, line 155
-
<static, constant> RENDER_TEXTURE :number
-
- Source - loader/Cache.js, line 209
-
<static, constant> SHADER :number
-
- Source - loader/Cache.js, line 203
-
<static, constant> SOUND :number
-
- Source - loader/Cache.js, line 143
-
<static, constant> TEXT :number
-
- Source - loader/Cache.js, line 149
-
<static, constant> TEXTURE :number
-
- Source - loader/Cache.js, line 137
-
<static, constant> TILEMAP :number
-
- Source - loader/Cache.js, line 161
-
<static, constant> VIDEO :number
-
- Source - loader/Cache.js, line 197
-
<static, constant> XML :number
-
- Source - loader/Cache.js, line 191
-
autoResolveURL :boolean
-
Automatically resolve resource URLs to absolute paths for use with the Cache.getURL method.
- Source - loader/Cache.js, line 45
-
game :Phaser.Game
-
Local reference to game.
- Source - loader/Cache.js, line 39
-
onSoundUnlock :Phaser.Signal
-
This event is dispatched when the sound system is unlocked via a touch event on cellular devices.
- Source - loader/Cache.js, line 92
Methods
-
addBinary(key, binaryData)
-
Add a binary object in to the cache.
Parameters:
Name Type Description key
string The key that this asset will be stored in the cache under. This should be unique within this cache.
binaryData
object The binary object to be added to the cache.
- Source - loader/Cache.js, line 465
-
addBitmapData(key, bitmapData, frameData) → {Phaser.BitmapData}
-
Add a BitmapData object to the cache.
Parameters:
Name Type Argument Default Description key
string The key that this asset will be stored in the cache under. This should be unique within this cache.
bitmapData
Phaser.BitmapData The BitmapData object to be addded to the cache.
frameData
Phaser.FrameData | null <optional>
(auto create) Optional FrameData set associated with the given BitmapData. If not specified (or
undefined
) a new FrameData object is created containing the Bitmap's Frame. Ifnull
is supplied then no FrameData will be created.Returns:
The BitmapData object to be addded to the cache.
- Source - loader/Cache.js, line 478
-
addBitmapFont(key, url, data, atlasData, atlasType, xSpacing, ySpacing)
-
Add a new Bitmap Font to the Cache.
Parameters:
Name Type Argument Default Description key
string The key that this asset will be stored in the cache under. This should be unique within this cache.
url
string The URL the asset was loaded from. If the asset was not loaded externally set to
null
.data
object Extra font data.
atlasData
object The Bitmap Font data.
atlasType
string <optional>
'xml' The format of the Bitmap Font data file:
json
orxml
.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.
- Source - loader/Cache.js, line 503
-
addBitmapFontFromAtlas(key, atlasKey, atlasFrame, dataKey, dataType, xSpacing, ySpacing)
-
Add a new Bitmap Font to the Cache, where the font texture is part of a Texture Atlas.
The atlas must already exist in the cache, and be available based on the given
atlasKey
.The
atlasFrame
specifies the name of the frame within the atlas that the Bitmap Font is
stored in.The
dataKey
is the key of the XML or JSON Bitmap Font Data, which must already be in
the Cache.Parameters:
Name Type Argument Default Description key
string The key that this asset will be stored in the cache under. This should be unique within this cache.
atlasKey
string The key of the Texture Atlas in the Cache.
atlasFrame
string The frame of the Texture Atlas that the Bitmap Font is in.
dataKey
string The key of the Bitmap Font data in the Cache
dataType
string <optional>
'xml' The format of the Bitmap Font data:
json
orxml
.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.
- Source - loader/Cache.js, line 542
-
addCanvas(key, canvas, context)
-
Add a new canvas object in to the cache.
Parameters:
Name Type Argument Description key
string The key that this asset will be stored in the cache under. This should be unique within this cache.
canvas
HTMLCanvasElement The Canvas DOM element.
context
CanvasRenderingContext2D <optional>
The context of the canvas element. If not specified it will default go
getContext('2d')
.- Source - loader/Cache.js, line 271
-
<internal> addDefaultImage()
-
Adds a default image to be used in special cases such as WebGL Filters.
It uses the special reserved key of__default
.
This method is called automatically when the Cache is created.
This image is skipped whenCache.destroy
is called due to its internal requirements.- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - loader/Cache.js, line 332
-
addImage(key, url, data) → {object}
-
Adds an Image file into the Cache. The file must have already been loaded, typically via Phaser.Loader, but can also have been loaded into the DOM.
If an image already exists in the cache with the same key then it is removed and destroyed, and the new image inserted in its place.Parameters:
Name Type Description key
string The key that this asset will be stored in the cache under. This should be unique within this cache.
url
string The URL the asset was loaded from. If the asset was not loaded externally set to
null
.data
object Extra image data.
Returns:
object -The full image object that was added to the cache.
- Source - loader/Cache.js, line 287
-
addJSON(key, url, data)
-
Add a new json object into the cache.
Parameters:
Name Type Description key
string The key that this asset will be stored in the cache under. This should be unique within this cache.
url
string The URL the asset was loaded from. If the asset was not loaded externally set to
null
.data
object Extra json data.
- Source - loader/Cache.js, line 597
-
<internal> addMissingImage()
-
Adds an image to be used when a key is wrong / missing.
It uses the special reserved key of__missing
.
This method is called automatically when the Cache is created.
This image is skipped whenCache.destroy
is called due to its internal requirements.- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - loader/Cache.js, line 357
-
addPhysicsData(key, url, JSONData, format)
-
Add a new physics data object to the Cache.
Parameters:
Name Type Description key
string The key that this asset will be stored in the cache under. This should be unique within this cache.
url
string The URL the asset was loaded from. If the asset was not loaded externally set to
null
.JSONData
object The physics data object (a JSON file).
format
number The format of the physics data.
- Source - loader/Cache.js, line 431
-
addRenderTexture(key, texture)
-
Add a new Phaser.RenderTexture in to the cache.
Parameters:
Name Type Description key
string The key that this asset will be stored in the cache under. This should be unique within this cache.
texture
Phaser.RenderTexture The texture to use as the base of the RenderTexture.
- Source - loader/Cache.js, line 662
-
addShader(key, url, data)
-
Adds a Fragment Shader in to the Cache. The file must have already been loaded, typically via Phaser.Loader.
Parameters:
Name Type Description key
string The key that this asset will be stored in the cache under. This should be unique within this cache.
url
string The URL the asset was loaded from. If the asset was not loaded externally set to
null
.data
object Extra shader data.
- Source - loader/Cache.js, line 646
-
addSound(key, url, data, webAudio, audioTag)
-
Adds a Sound file into the Cache. The file must have already been loaded, typically via Phaser.Loader.
Parameters:
Name Type Description key
string The key that this asset will be stored in the cache under. This should be unique within this cache.
url
string The URL the asset was loaded from. If the asset was not loaded externally set to
null
.data
object Extra sound data.
webAudio
boolean True if the file is using web audio.
audioTag
boolean True if the file is using legacy HTML audio.
- Source - loader/Cache.js, line 379
-
addSpriteSheet(key, url, data, frameWidth, frameHeight, frameMax, margin, spacing, skipFrames)
-
Add a new sprite sheet in to the cache.
Parameters:
Name Type Argument Default Description key
string The key that this asset will be stored in the cache under. This should be unique within this cache.
url
string The URL the asset was loaded from. If the asset was not loaded externally set to
null
.data
object Extra sprite sheet data.
frameWidth
number Width of the sprite sheet.
frameHeight
number Height of the sprite sheet.
frameMax
number <optional>
-1 How many frames stored in the sprite sheet. If -1 then it divides the whole sheet evenly.
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.
skipFrames
number <optional>
0 Skip a number of frames. Useful when there are multiple sprite sheets in one image.
- Source - loader/Cache.js, line 675
-
addText(key, url, data)
-
Add a new text data.
Parameters:
Name Type Description key
string The key that this asset will be stored in the cache under. This should be unique within this cache.
url
string The URL the asset was loaded from. If the asset was not loaded externally set to
null
.data
object Extra text data.
- Source - loader/Cache.js, line 415
-
addTextureAtlas(key, url, data, atlasData, format)
-
Add a new texture atlas to the Cache.
Parameters:
Name Type Description key
string The key that this asset will be stored in the cache under. This should be unique within this cache.
url
string The URL the asset was loaded from. If the asset was not loaded externally set to
null
.data
object Extra texture atlas data.
atlasData
object Texture atlas frames data.
format
number The format of the texture atlas.
- Source - loader/Cache.js, line 713
-
addTilemap(key, url, mapData, format)
-
Add a new tilemap to the Cache.
Parameters:
Name Type Description key
string The key that this asset will be stored in the cache under. This should be unique within this cache.
url
string The URL the asset was loaded from. If the asset was not loaded externally set to
null
.mapData
object The tilemap data object (either a CSV or JSON file).
format
number The format of the tilemap data.
- Source - loader/Cache.js, line 448
-
addVideo(key, url, data, isBlob)
-
Adds a Video file into the Cache. The file must have already been loaded, typically via Phaser.Loader.
Parameters:
Name Type Description key
string The key that this asset will be stored in the cache under. This should be unique within this cache.
url
string The URL the asset was loaded from. If the asset was not loaded externally set to
null
.data
object Extra video data.
isBlob
boolean True if the file was preloaded via xhr and the data parameter is a Blob. false if a Video tag was created instead.
- Source - loader/Cache.js, line 629
-
addXML(key, url, data)
-
Add a new xml object into the cache.
Parameters:
Name Type Description key
string The key that this asset will be stored in the cache under. This should be unique within this cache.
url
string The URL the asset was loaded from. If the asset was not loaded externally set to
null
.data
object Extra text data.
- Source - loader/Cache.js, line 613
-
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 - loader/Cache.js, line 1012
-
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 - loader/Cache.js, line 1025
-
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 - loader/Cache.js, line 1038
-
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 - loader/Cache.js, line 921
-
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 - loader/Cache.js, line 934
-
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 - loader/Cache.js, line 1051
-
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
orPhaser.Cache.SOUND
.key
string The key of the asset within the cache.
Returns:
boolean -True if the key exists, otherwise false.
- Source - loader/Cache.js, line 881
-
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 - loader/Cache.js, line 986
-
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 - loader/Cache.js, line 1103
-
checkShaderKey(key) → {boolean}
-
Checks if the given key exists in the Fragment Shader 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 - loader/Cache.js, line 1090
-
checkSoundKey(key) → {boolean}
-
Checks if the given key exists in the Sound 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 - loader/Cache.js, line 960
-
checkTextKey(key) → {boolean}
-
Checks if the given key exists in the Text 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 - loader/Cache.js, line 973
-
checkTextureKey(key) → {boolean}
-
Checks if the given key exists in the 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 - loader/Cache.js, line 947
-
checkTilemapKey(key) → {boolean}
-
Checks if the given key exists in the Tilemap 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 - loader/Cache.js, line 999
-
checkURL(url) → {boolean}
-
Checks if the given URL has been loaded into the Cache.
This method will only work if Cache.autoResolveURL was set totrue
before any preloading took place.
The method will make a DOM src call to the URL given, so please be aware of this for certain file types, such as Sound files on Firefox
which may cause double-load instances.Parameters:
Name Type Description url
string The url to check for in the cache.
Returns:
boolean -True if the url exists, otherwise false.
- Source - loader/Cache.js, line 900
-
checkVideoKey(key) → {boolean}
-
Checks if the given key exists in the Video 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 - loader/Cache.js, line 1077
-
checkXMLKey(key) → {boolean}
-
Checks if the given key exists in the XML 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 - loader/Cache.js, line 1064
-
<internal> clearGLTextures()
-
Empties out all of the GL Textures from Images stored in the cache.
This is called automatically when the WebGL context is lost and then restored.- Internal:
- This member is internal (protected) and may be modified or removed in the future.
- Source - loader/Cache.js, line 1994
-
decodedSound(key, data)
-
Add a new decoded sound.
Parameters:
Name Type Description key
string The key of the asset within the cache.
data
object Extra sound data.
- Source - loader/Cache.js, line 823
-
destroy()
-
Clears the cache. Removes every local cache object reference.
If an object in the cache has adestroy
method it will also be called.- Source - loader/Cache.js, line 2044
-
getBaseTexture(key, cache) → {PIXI.BaseTexture}
-
Gets a PIXI.BaseTexture by key from the given Cache.
Parameters:
Name Type Argument Default Description key
string Asset key of the image for which you want the BaseTexture for.
cache
integer <optional>
Phaser.Cache.IMAGE The cache to search for the item in.
Returns:
The BaseTexture object.
- Source - loader/Cache.js, line 1523
-
getBinary(key) → {object}
-
Gets a binary object from the cache.
The object is looked-up based on the key given.
Note: If the object cannot be found a
console.warn
message is displayed.Parameters:
Name Type Description key
string The key of the asset to retrieve from the cache.
Returns:
object -The binary data object.
- Source - loader/Cache.js, line 1363
-
getBitmapData(key) → {Phaser.BitmapData}
-
Gets a BitmapData object from the cache.
The object is looked-up based on the key given.
Note: If the object cannot be found a
console.warn
message is displayed.Parameters:
Name Type Description key
string The key of the asset to retrieve from the cache.
Returns:
The requested BitmapData object if found, or null if not.
- Source - loader/Cache.js, line 1380
-
getBitmapFont(key) → {Phaser.BitmapFont}
-
Gets a Bitmap Font object from the cache.
The object is looked-up based on the key given.
Note: If the object cannot be found a
console.warn
message is displayed.Parameters:
Name Type Description key
string The key of the asset to retrieve from the cache.
Returns:
Phaser.BitmapFont -The requested BitmapFont object if found, or null if not.
- Source - loader/Cache.js, line 1397
-
getCanvas(key) → {object}
-
Gets a Canvas object from the cache.
The object is looked-up based on the key given.
Note: If the object cannot be found a
console.warn
message is displayed.Parameters:
Name Type Description key
string The key of the asset to retrieve from the cache.
Returns:
object -The canvas object or
null
if no item could be found matching the given key.- Source - loader/Cache.js, line 1158
-
getFrame(key, cache) → {Phaser.Frame}
-
Get a single frame by key. You'd only do this to get the default Frame created for a non-atlas/spritesheet image.
Parameters:
Name Type Argument Default Description key
string Asset key of the frame data to retrieve from the Cache.
cache
integer <optional>
Phaser.Cache.IMAGE The cache to search for the item in.
Returns:
The frame data.
- Source - loader/Cache.js, line 1539
-
getFrameByIndex(key, index, cache) → {Phaser.Frame}
-
Get a single frame out of a frameData set by key.
Parameters:
Name Type Argument Default Description key
string Asset key of the frame data to retrieve from the Cache.
index
number The index of the frame you want to get.
cache
integer <optional>
Phaser.Cache.IMAGE The cache to search. One of the Cache consts such as
Phaser.Cache.IMAGE
orPhaser.Cache.SOUND
.Returns:
The frame object.
- Source - loader/Cache.js, line 1633
-
getFrameByName(key, name, cache) → {Phaser.Frame}
-
Get a single frame out of a frameData set by key.
Parameters:
Name Type Argument Default Description key
string Asset key of the frame data to retrieve from the Cache.
name
string The name of the frame you want to get.
cache
integer <optional>
Phaser.Cache.IMAGE The cache to search. One of the Cache consts such as
Phaser.Cache.IMAGE
orPhaser.Cache.SOUND
.Returns:
The frame object.
- Source - loader/Cache.js, line 1657
-
getFrameCount(key, cache) → {number}
-
Get the total number of frames contained in the FrameData object specified by the given key.
Parameters:
Name Type Argument Default Description key
string Asset key of the FrameData you want.
cache
integer <optional>
Phaser.Cache.IMAGE The cache to search for the item in.
Returns:
number -Then number of frames. 0 if the image is not found.
- Source - loader/Cache.js, line 1555
-
getFrameData(key, cache) → {Phaser.FrameData}
-
Gets a Phaser.FrameData object from the Image Cache.
The object is looked-up based on the key given.
Note: If the object cannot be found a
console.warn
message is displayed.Parameters:
Name Type Argument Default Description key
string Asset key of the frame data to retrieve from the Cache.
cache
integer <optional>
Phaser.Cache.IMAGE The cache to search for the item in.
Returns:
The frame data.
- Source - loader/Cache.js, line 1578
-
getImage(key, full) → {Image}
-
Gets a Image object from the cache. This returns a DOM Image object, not a Phaser.Image object.
The object is looked-up based on the key given.
Note: If the object cannot be found a
console.warn
message is displayed.Only the Image cache is searched, which covers images loaded via Loader.image, Sprite Sheets and Texture Atlases.
If you need the image used by a bitmap font or similar then please use those respective 'get' methods.
Parameters:
Name Type Argument Default Description key
string <optional>
The key of the asset to retrieve from the cache. If not given or null it will return a default image. If given but not found in the cache it will throw a warning and return the missing image.
full
boolean <optional>
false If true the full image object will be returned, if false just the HTML Image object is returned.
Returns:
Image -The Image object if found in the Cache, otherwise
null
. Iffull
was true then a JavaScript object is returned.- Source - loader/Cache.js, line 1175
-
getItem(key, cache, method, property) → {object}
-
Get an item from a cache based on the given key and property.
This method is mostly used internally by other Cache methods such as
getImage
but is exposed
publicly for your own use as well.Parameters:
Name Type Argument Description key
string The key of the asset within the cache.
cache
integer The cache to search. One of the Cache consts such as
Phaser.Cache.IMAGE
orPhaser.Cache.SOUND
.method
string <optional>
The string name of the method calling getItem. Can be empty, in which case no console warning is output.
property
string <optional>
If you require a specific property from the cache item, specify it here.
Returns:
object -The cached item if found, otherwise
null
. If the key is invalid andmethod
is set then a console.warn is output.- Source - loader/Cache.js, line 1120
-
getJSON(key, clone) → {object}
-
Gets a JSON object from the cache.
The object is looked-up based on the key given.
Note: If the object cannot be found a
console.warn
message is displayed.You can either return the object by reference (the default), or return a clone
of it by setting theclone
argument totrue
.Parameters:
Name Type Argument Default Description key
string The key of the asset to retrieve from the cache.
clone
boolean <optional>
false Return a clone of the original object (true) or a reference to it? (false)
Returns:
object -The JSON object, or an Array if the key points to an Array property. If the property wasn't found, it returns null.
- Source - loader/Cache.js, line 1414
-
getKeys(cache) → {Array}
-
Gets all keys used in the requested Cache.
Parameters:
Name Type Argument Default Description cache
integer <optional>
Phaser.Cache.IMAGE The Cache you wish to get the keys from. Can be any of the Cache consts such as
Phaser.Cache.IMAGE
,Phaser.Cache.SOUND
etc.Returns:
Array -The array of keys in the requested cache.
- Source - loader/Cache.js, line 1706
-
getPhysicsData(key, object, fixtureKey) → {object}
-
Gets a Physics Data object from the cache.
The object is looked-up based on the key given.
Note: If the object cannot be found a
console.warn
message is displayed.You can get either the entire data set, a single object or a single fixture of an object from it.
Parameters:
Name Type Argument Default Description key
string The key of the asset to retrieve from the cache.
object
string <optional>
null If specified it will return just the physics object that is part of the given key, if null it will return them all.
fixtureKey
string Fixture key of fixture inside an object. This key can be set per fixture with the Phaser Exporter.
Returns:
object -The requested physics object data if found.
- Source - loader/Cache.js, line 1284
-
getRenderTexture(key) → {Object}
-
Gets a RenderTexture object from the cache.
The object is looked-up based on the key given.
Note: If the object cannot be found a
console.warn
message is displayed.Parameters:
Name Type Description key
string The key of the asset to retrieve from the cache.
Returns:
Object -The object with Phaser.RenderTexture and Phaser.Frame.
- Source - loader/Cache.js, line 1502
-
getShader(key) → {string}
-
Gets a fragment shader object from the cache.
The object is looked-up based on the key given.
Note: If the object cannot be found a
console.warn
message is displayed.Parameters:
Name Type Description key
string The key of the asset to retrieve from the cache.
Returns:
string -The shader object.
- Source - loader/Cache.js, line 1485
-
getSound(key) → {Phaser.Sound}
-
Gets a Phaser.Sound object from the cache.
The object is looked-up based on the key given.
Note: If the object cannot be found a
console.warn
message is displayed.Parameters:
Name Type Description key
string The key of the asset to retrieve from the cache.
Returns:
The sound object.
- Source - loader/Cache.js, line 1233
-
getSoundData(key) → {object}
-
Gets a raw Sound data object from the cache.
The object is looked-up based on the key given.
Note: If the object cannot be found a
console.warn
message is displayed.Parameters:
Name Type Description key
string The key of the asset to retrieve from the cache.
Returns:
object -The sound data.
- Source - loader/Cache.js, line 1250
-
getText(key) → {object}
-
Gets a Text object from the cache.
The object is looked-up based on the key given.
Note: If the object cannot be found a
console.warn
message is displayed.Parameters:
Name Type Description key
string The key of the asset to retrieve from the cache.
Returns:
object -The text data.
- Source - loader/Cache.js, line 1267
-
getTextureFrame(key) → {Phaser.Frame}
-
Get a single texture frame by key.
You'd only do this to get the default Frame created for a non-atlas / spritesheet image.
Parameters:
Name Type Description key
string The key of the asset to retrieve from the cache.
Returns:
The frame data.
- Source - loader/Cache.js, line 1218
-
getTilemapData(key) → {object}
-
Gets a raw Tilemap data object from the cache. This will be in either CSV or JSON format.
The object is looked-up based on the key given.
Note: If the object cannot be found a
console.warn
message is displayed.Parameters:
Name Type Description key
string The key of the asset to retrieve from the cache.
Returns:
object -The raw tilemap data in CSV or JSON format.
- Source - loader/Cache.js, line 1346
-
getURL(url) → {object}
-
Get a cached object by the URL.
This only returns a value if you set Cache.autoResolveURL totrue
before starting the preload of any assets.
Be aware that every call to this function makes a DOM src query, so use carefully and double-check for implications in your target browsers/devices.Parameters:
Name Type Description url
string The url for the object loaded to get from the cache.
Returns:
object -The cached object.
- Source - loader/Cache.js, line 1681
-
getVideo(key) → {Phaser.Video}
-
Gets a Phaser.Video object from the cache.
The object is looked-up based on the key given.
Note: If the object cannot be found a
console.warn
message is displayed.Parameters:
Name Type Description key
string The key of the asset to retrieve from the cache.
Returns:
The video object.
- Source - loader/Cache.js, line 1468
-
getXML(key) → {object}
-
Gets an XML object from the cache.
The object is looked-up based on the key given.
Note: If the object cannot be found a
console.warn
message is displayed.Parameters:
Name Type Description key
string The key of the asset to retrieve from the cache.
Returns:
object -The XML object.
- Source - loader/Cache.js, line 1451
-
hasFrameData(key, cache) → {boolean}
-
Check if the FrameData for the given key exists in the Image Cache.
Parameters:
Name Type Argument Default Description key
string Asset key of the frame data to retrieve from the Cache.
cache
integer <optional>
Phaser.Cache.IMAGE The cache to search for the item in.
Returns:
boolean -True if the given key has frameData in the cache, otherwise false.
- Source - loader/Cache.js, line 1598
-
isSoundDecoded(key) → {boolean}
-
Check if the given sound has finished decoding.
Parameters:
Name Type Description key
string The key of the asset within the cache.
Returns:
boolean -The decoded state of the Sound object.
- Source - loader/Cache.js, line 840
-
isSoundReady(key) → {boolean}
-
Check if the given sound is ready for playback.
A sound is considered ready when it has finished decoding and the device is no longer touch locked.Parameters:
Name Type Description key
string The key of the asset within the cache.
Returns:
boolean -True if the sound is decoded and the device is not touch locked.
- Source - loader/Cache.js, line 858
-
reloadSound(key)
-
Reload a Sound file from the server.
Parameters:
Name Type Description key
string The key of the asset within the cache.
- Source - loader/Cache.js, line 763
-
reloadSoundComplete(key)
-
Fires the onSoundUnlock event when the sound has completed reloading.
Parameters:
Name Type Description key
string The key of the asset within the cache.
- Source - loader/Cache.js, line 788
-
removeBinary(key)
-
Removes a binary file from the cache.
Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewhere
then it will persist in memory.Parameters:
Name Type Description key
string Key of the asset you want to remove.
- Source - loader/Cache.js, line 1844
-
removeBitmapData(key)
-
Removes a bitmap data from the cache.
Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewhere
then it will persist in memory.Parameters:
Name Type Description key
string Key of the asset you want to remove.
- Source - loader/Cache.js, line 1859
-
removeBitmapFont(key)
-
Removes a bitmap font from the cache.
Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewhere
then it will persist in memory.Parameters:
Name Type Description key
string Key of the asset you want to remove.
- Source - loader/Cache.js, line 1874
-
removeCanvas(key)
-
Removes a canvas from the cache.
Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewhere
then it will persist in memory.Parameters:
Name Type Description key
string Key of the asset you want to remove.
- Source - loader/Cache.js, line 1738
-
removeImage(key, destroyBaseTexture)
-
Removes an image from the cache.
You can optionally elect to destroy it as well. This calls BaseTexture.destroy on it.
Note that this only removes it from the Phaser Cache. If you still have references to the data elsewhere
then it will persist in memory.Parameters:
Name Type Argument Default Description key
string Key of the asset you want to remove.
destroyBaseTexture
boolean <optional>
true Should the BaseTexture behind this image also be destroyed?
- Source - loader/Cache.js, line 1753
-
removeJSON(key)
-
Removes a json object from the cache.
Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewhere
then it will persist in memory.Parameters:
Name Type Description key
string Key of the asset you want to remove.
- Source - loader/Cache.js, line 1889
-
removePhysics(key)
-
Removes a physics data file from the cache.
Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewhere
then it will persist in memory.Parameters:
Name Type Description key
string Key of the asset you want to remove.
- Source - loader/Cache.js, line 1814
-
removeRenderTexture(key)
-
Removes a Render Texture from the cache.
Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewhere
then it will persist in memory.Parameters:
Name Type Description key
string Key of the asset you want to remove.
- Source - loader/Cache.js, line 1949
-
removeShader(key)
-
Removes a shader from the cache.
Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewhere
then it will persist in memory.Parameters:
Name Type Description key
string Key of the asset you want to remove.
- Source - loader/Cache.js, line 1934
-
removeSound(key)
-
Removes a sound from the cache.
If any
Phaser.Sound
objects use the audio file in the cache that you remove with this method, they will
automatically destroy themselves. If you wish to have full control over when Sounds are destroyed then
you must finish your house-keeping and destroy them all yourself first, before calling this method.Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewhere
then it will persist in memory.Parameters:
Name Type Description key
string Key of the asset you want to remove.
- Source - loader/Cache.js, line 1780
-
removeSpriteSheet(key)
-
Removes a Sprite Sheet from the cache.
Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewhere
then it will persist in memory.Parameters:
Name Type Description key
string Key of the asset you want to remove.
- Source - loader/Cache.js, line 1964
-
removeText(key)
-
Removes a text file from the cache.
Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewhere
then it will persist in memory.Parameters:
Name Type Description key
string Key of the asset you want to remove.
- Source - loader/Cache.js, line 1799
-
removeTextureAtlas(key)
-
Removes a Texture Atlas from the cache.
Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewhere
then it will persist in memory.Parameters:
Name Type Description key
string Key of the asset you want to remove.
- Source - loader/Cache.js, line 1979
-
removeTilemap(key)
-
Removes a tilemap from the cache.
Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewhere
then it will persist in memory.Parameters:
Name Type Description key
string Key of the asset you want to remove.
- Source - loader/Cache.js, line 1829
-
removeVideo(key)
-
Removes a video from the cache.
Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewhere
then it will persist in memory.Parameters:
Name Type Description key
string Key of the asset you want to remove.
- Source - loader/Cache.js, line 1919
-
removeXML(key)
-
Removes a xml object from the cache.
Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewhere
then it will persist in memory.Parameters:
Name Type Description key
string Key of the asset you want to remove.
- Source - loader/Cache.js, line 1904
-
updateFrameData(key, frameData, cache)
-
Replaces a set of frameData with a new Phaser.FrameData object.
Parameters:
Name Type Argument Default Description key
string The unique key by which you will reference this object.
frameData
number The new FrameData.
cache
integer <optional>
Phaser.Cache.IMAGE The cache to search. One of the Cache consts such as
Phaser.Cache.IMAGE
orPhaser.Cache.SOUND
.- Source - loader/Cache.js, line 1614
-
updateSound(key)
-
Updates the sound object in the cache.
Parameters:
Name Type Description key
string The key of the asset within the cache.
- Source - loader/Cache.js, line 806