Phaser. Cache

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. If null 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 or xml.

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 or xml.

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 when Cache.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 when Cache.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 or Phaser.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 to true 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 a destroy 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 or Phaser.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 or Phaser.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. If full 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 or Phaser.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 and method 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 the clone argument to true.

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 to true 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 or Phaser.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
Phaser Copyright © 2012-2016 Photon Storm Ltd.
Documentation generated by JSDoc 3.4.3 on Wed Nov 23 2016 00:49:21 GMT+0000 (GMT) using the DocStrap template.