Class: Cache

Phaser. Cache

A game only has one instance of a Cache and it is used to store all externally loaded assets such as images, sounds and data files as a result of Loader calls. Cache items use string based keys for look-up.

new Cache(game)

Phaser.Cache constructor.

Parameters:
Name Type Description
game Phaser.Game

A reference to the currently running game.

Source:

Members

game

Properties:
Name Type Description
game Phaser.Game

Local reference to game.

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onSoundUnlock

Properties:
Name Type Description
onSoundUnlock Phaser.Signal

Description.

Source:

Methods

addBitmapFont(key, url, data, xmlData)

Add a new Bitmap Font.

Parameters:
Name Type Description
key string

The unique key by which you will reference this object.

url string

URL of this font xml file.

data object

Extra font data.

xmlData object

Texture atlas frames data.

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addCanvas(key, canvas, context)

Add a new canvas object in to the cache.

Parameters:
Name Type Description
key string

Asset key for this canvas.

canvas HTMLCanvasElement

Canvas DOM element.

context CanvasRenderingContext2D

Render context of this canvas.

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addDefaultImage()

Adds a default image to be used when a key is wrong / missing. Is mapped to the key __default.

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addImage(key, url, data)

Add a new image.

Parameters:
Name Type Description
key string

The unique key by which you will reference this object.

url string

URL of this image file.

data object

Extra image data.

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addRenderTexture(key, textue)

Add a new Phaser.RenderTexture in to the cache.

Parameters:
Name Type Description
key string

The unique key by which you will reference this object.

textue Phaser.Texture

The texture to use as the base of the RenderTexture.

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addSound(key, url, data, webAudio, audioTag)

Add a new sound.

Parameters:
Name Type Description
key string

Asset key for the sound.

url string

URL of this sound file.

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.

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addSpriteSheet(key, url, data, frameWidth, frameHeight, frameMax)

Add a new sprite sheet in to the cache.

Parameters:
Name Type Description
key string

The unique key by which you will reference this object.

url string

URL of this sprite sheet file.

data object

Extra sprite sheet data.

frameWidth number

Width of the sprite sheet.

frameHeight number

Height of the sprite sheet.

frameMax number

How many frames stored in the sprite sheet.

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addText(key, url, data)

Add a new text data.

Parameters:
Name Type Description
key string

Asset key for the text data.

url string

URL of this text data file.

data object

Extra text data.

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addTextureAtlas(key, url, data, atlasData, format)

Add a new texture atlas.

Parameters:
Name Type Description
key string

The unique key by which you will reference this object.

url string

URL of this texture atlas file.

data object

Extra texture atlas data.

atlasData object

Texture atlas frames data.

format number

The format of the texture atlas.

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addTilemap(key, url, mapData, format)

Add a new tilemap.

Parameters:
Name Type Description
key string

The unique key by which you will reference this object.

url string

URL of the tilemap image.

mapData object

The tilemap data object.

format number

The format of the tilemap data.

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addTileset(key, url, data, tileWidth, tileHeight, tileMax, tileMargin, tileSpacing)

Add a new tile set in to the cache.

Parameters:
Name Type Argument Default Description
key string

The unique key by which you will reference this object.

url string

URL of this tile set file.

data object

Extra tile set data.

tileWidth number

Width of the sprite sheet.

tileHeight number

Height of the sprite sheet.

tileMax number

How many tiles stored in the sprite sheet.

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.

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checkImageKey(key) → {boolean}

Checks if an image key exists.

Parameters:
Name Type Description
key string

Asset key of the image you want.

Source:
Returns:

True if the key exists, otherwise false.

Type
boolean

decodedSound(key, data)

Add a new decoded sound.

Parameters:
Name Type Description
key string

Asset key for the sound.

data object

Extra sound data.

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destroy()

Clears the cache. Removes every local cache object reference.

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getCanvas(key) → {object}

Get acanvas object from the cache by its key.

Parameters:
Name Type Description
key string

Asset key of the canvas you want.

Source:
Returns:

The canvas you want.

Type
object

getFrame(key) → {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 Description
key string

Asset key of the frame data you want.

Source:
Returns:

The frame data you want.

Type
Phaser.Frame

getFrameByIndex(key) → {Phaser.Frame}

Get a single frame out of a frameData set by key.

Parameters:
Name Type Description
key string

Asset key of the frame data you want.

Source:
Returns:

The frame data you want.

Type
Phaser.Frame

getFrameByName(key) → {Phaser.Frame}

Get a single frame out of a frameData set by key.

Parameters:
Name Type Description
key string

Asset key of the frame data you want.

Source:
Returns:

The frame data you want.

Type
Phaser.Frame

getFrameData(key) → {Phaser.FrameData}

Get frame data by key.

Parameters:
Name Type Description
key string

Asset key of the frame data you want.

Source:
Returns:

The frame data you want.

Type
Phaser.FrameData

getImage(key) → {object}

Get image data by key.

Parameters:
Name Type Description
key string

Asset key of the image you want.

Source:
Returns:

The image data you want.

Type
object

getImageKeys() → {Array}

Returns an array containing all of the keys of Images in the Cache.

Source:
Returns:

The string based keys in the Cache.

Type
Array

getKeys(array) → {Array}

Get the cache keys from a given array of objects. Normally you don't call this directly but instead use getImageKeys, getSoundKeys, etc.

Parameters:
Name Type Description
array Array

An array of items to return the keys for.

Source:
Returns:

The array of item keys.

Type
Array

getSound(key) → {Phaser.Sound}

Get sound by key.

Parameters:
Name Type Description
key string

Asset key of the sound you want.

Source:
Returns:

The sound you want.

Type
Phaser.Sound

getSoundData(key) → {object}

Get sound data by key.

Parameters:
Name Type Description
key string

Asset key of the sound you want.

Source:
Returns:

The sound data you want.

Type
object

getSoundKeys() → {Array}

Returns an array containing all of the keys of Sounds in the Cache.

Source:
Returns:

The string based keys in the Cache.

Type
Array

getText(key) → {object}

Get text data by key.

Parameters:
Name Type Description
key string

Asset key of the text data you want.

Source:
Returns:

The text data you want.

Type
object

getTextKeys() → {Array}

Returns an array containing all of the keys of Text Files in the Cache.

Source:
Returns:

The string based keys in the Cache.

Type
Array

getTexture(key) → {Phaser.RenderTexture}

Get a RenderTexture by key.

Parameters:
Name Type Description
key string

Asset key of the RenderTexture you want.

Source:
Returns:

The RenderTexture you want.

Type
Phaser.RenderTexture

getTextureFrame(key) → {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 Description
key string

Asset key of the frame data you want.

Source:
Returns:

The frame data you want.

Type
Phaser.Frame

getTilemap(key) → {Object}

Get tilemap data by key.

Parameters:
Name Type Description
key string

Asset key of the tilemap you want.

Source:
Returns:

The tilemap data. The tileset image is in the data property, the map data in mapData.

Type
Object

getTileset(key) → {Phaser.Tileset}

Get tile set image data by key.

Parameters:
Name Type Description
key string

Asset key of the image you want.

Source:
Returns:

The tileset data. The tileset image is in the data property, the tile data in tileData.

Type
Phaser.Tileset

getTileSetImage(key) → {object}

Get tile set image data by key.

Parameters:
Name Type Description
key string

Asset key of the image you want.

Source:
Returns:

The image data you want.

Type
object

isSoundDecoded(key) → {boolean}

Check if the given sound has finished decoding.

Parameters:
Name Type Description
key string

Asset key of the sound you want.

Source:
Returns:

The decoded state of the Sound object.

Type
boolean

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

Asset key of the sound you want.

Source:
Returns:

True if the sound is decoded and the device is not touch locked.

Type
boolean

isSpriteSheet(key) → {boolean}

Check whether an image asset is sprite sheet or not.

Parameters:
Name Type Description
key string

Asset key of the sprite sheet you want.

Source:
Returns:

True if the image is a sprite sheet.

Type
boolean

reloadSound(key)

Reload a sound.

Parameters:
Name Type Description
key string

Asset key for the sound.

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reloadSoundComplete(key)

Description.

Parameters:
Name Type Description
key string

Asset key for the sound.

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removeCanvas(key)

Removes a canvas from the cache.

Parameters:
Name Type Description
key string

Key of the asset you want to remove.

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removeImage(key)

Removes an image from the cache.

Parameters:
Name Type Description
key string

Key of the asset you want to remove.

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removeSound(key)

Removes a sound from the cache.

Parameters:
Name Type Description
key string

Key of the asset you want to remove.

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removeText(key)

Removes a text from the cache.

Parameters:
Name Type Description
key string

Key of the asset you want to remove.

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updateSound(key)

Description.

Parameters:
Name Type Description
key string

Asset key for the sound.

Source:
Phaser Copyright © 2012-2013 Photon Storm Ltd.
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