These docs are for an outdated version of Phaser The documentation on this page is for Phaser 2.4.6. The latest release is 2.7.5.

Constructor

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 code: loader/Cache.js (Line 34)

Public Properties

[static] BINARY : number

Source code: loader/Cache.js (Line 166)

[static] BITMAPDATA : number

Source code: loader/Cache.js (Line 172)

[static] BITMAPFONT : number

Source code: loader/Cache.js (Line 178)

[static] CANVAS : number

Source code: loader/Cache.js (Line 124)

[static] IMAGE : number

Source code: loader/Cache.js (Line 130)

[static] JSON : number

Source code: loader/Cache.js (Line 184)

[static] PHYSICS : number

Source code: loader/Cache.js (Line 154)

[static] RENDER_TEXTURE : number

Source code: loader/Cache.js (Line 208)

[static] SHADER : number

Source code: loader/Cache.js (Line 202)

[static] SOUND : number

Source code: loader/Cache.js (Line 142)

[static] TEXT : number

Source code: loader/Cache.js (Line 148)

[static] TEXTURE : number

Source code: loader/Cache.js (Line 136)

[static] TILEMAP : number

Source code: loader/Cache.js (Line 160)

[static] VIDEO : number

Source code: loader/Cache.js (Line 196)

[static] XML : number

Source code: loader/Cache.js (Line 190)

autoResolveURL : boolean

Automatically resolve resource URLs to absolute paths for use with the Cache.getURL method.

Source code: loader/Cache.js (Line 45)

game : Phaser.Game

Local reference to game.

Source code: 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 code: loader/Cache.js (Line 91)

Public 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 code: loader/Cache.js (Line 399)

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 code: loader/Cache.js (Line 412)

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

Texture atlas frames data.

atlasType string <optional>
'xml'

The format of the texture atlas ( '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 code: loader/Cache.js (Line 437)

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 code: loader/Cache.js (Line 216)

<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 code: loader/Cache.js (Line 268)

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 code: loader/Cache.js (Line 232)

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 code: loader/Cache.js (Line 476)

<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 code: loader/Cache.js (Line 292)

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 code: loader/Cache.js (Line 365)

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 code: loader/Cache.js (Line 541)

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 code: loader/Cache.js (Line 525)

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 code: loader/Cache.js (Line 313)

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

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.

Source code: loader/Cache.js (Line 554)

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 code: loader/Cache.js (Line 349)

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 code: loader/Cache.js (Line 591)

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 code: loader/Cache.js (Line 382)

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 code: loader/Cache.js (Line 508)

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 code: loader/Cache.js (Line 492)

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 code: loader/Cache.js (Line 890)

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 code: loader/Cache.js (Line 903)

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 code: loader/Cache.js (Line 916)

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 code: loader/Cache.js (Line 799)

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 code: loader/Cache.js (Line 812)

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 code: loader/Cache.js (Line 929)

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 code: loader/Cache.js (Line 759)

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 code: loader/Cache.js (Line 864)

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 code: loader/Cache.js (Line 981)

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 code: loader/Cache.js (Line 968)

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 code: loader/Cache.js (Line 838)

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 code: loader/Cache.js (Line 851)

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 code: loader/Cache.js (Line 825)

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 code: loader/Cache.js (Line 877)

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 code: loader/Cache.js (Line 778)

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 code: loader/Cache.js (Line 955)

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 code: loader/Cache.js (Line 942)

<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 code: loader/Cache.js (Line 1937)

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 code: loader/Cache.js (Line 701)

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 code: loader/Cache.js (Line 1987)

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 code: loader/Cache.js (Line 1401)

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 code: loader/Cache.js (Line 1241)

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 code: loader/Cache.js (Line 1258)

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 code: loader/Cache.js (Line 1275)

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 code: loader/Cache.js (Line 1036)

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 code: loader/Cache.js (Line 1417)

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 code: loader/Cache.js (Line 1511)

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 code: loader/Cache.js (Line 1535)

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 code: loader/Cache.js (Line 1433)

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 code: loader/Cache.js (Line 1456)

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 code: loader/Cache.js (Line 1053)

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 code: loader/Cache.js (Line 998)

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.

Source code: loader/Cache.js (Line 1292)

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 code: loader/Cache.js (Line 1649)

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 code: loader/Cache.js (Line 1162)

getPixiBaseTexture(key) → {PIXI.BaseTexture}

This method is deprecated and should not be used. It may be removed in the future.

Gets a PIXI.BaseTexture by key from the PIXI.BaseTextureCache.

If the texture isn't found in the cache, then it searches the Phaser Image Cache.

Parameters
Name Type Description
key string

Asset key of the BaseTexture to retrieve from the Cache.

Returns

The BaseTexture object or null if not found.

Deprecated:
  • Yes
Source code: loader/Cache.js (Line 1592)

getPixiTexture(key) → {PIXI.Texture}

This method is deprecated and should not be used. It may be removed in the future.

Gets a PIXI.Texture by key from the PIXI.TextureCache.

If the texture isn't found in the cache, then it searches the Phaser Image Cache and creates a new PIXI.Texture object which is then returned.

Parameters
Name Type Description
key string

Asset key of the Texture to retrieve from the Cache.

Returns

The Texture object.

Deprecated:
  • Yes
Source code: loader/Cache.js (Line 1559)

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 code: loader/Cache.js (Line 1380)

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 code: loader/Cache.js (Line 1363)

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 code: loader/Cache.js (Line 1111)

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 code: loader/Cache.js (Line 1128)

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 code: loader/Cache.js (Line 1145)

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 code: loader/Cache.js (Line 1096)

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 code: loader/Cache.js (Line 1224)

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 code: loader/Cache.js (Line 1624)

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 code: loader/Cache.js (Line 1346)

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 code: loader/Cache.js (Line 1329)

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 code: loader/Cache.js (Line 1476)

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 code: loader/Cache.js (Line 718)

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 code: loader/Cache.js (Line 736)

reloadSound(key)

Reload a Sound file from the server.

Parameters
Name Type Description
key string

The key of the asset within the cache.

Source code: loader/Cache.js (Line 641)

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 code: loader/Cache.js (Line 666)

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 code: loader/Cache.js (Line 1787)

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 code: loader/Cache.js (Line 1802)

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 code: loader/Cache.js (Line 1817)

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 code: loader/Cache.js (Line 1681)

removeImage(key, removeFromPixi)

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 and PIXI Caches. 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.

removeFromPixi boolean <optional>
true

Should this image also be destroyed? Removing it from the PIXI.BaseTextureCache?

Source code: loader/Cache.js (Line 1696)

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 code: loader/Cache.js (Line 1832)

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 code: loader/Cache.js (Line 1757)

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 code: loader/Cache.js (Line 1892)

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 code: loader/Cache.js (Line 1877)

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 code: loader/Cache.js (Line 1723)

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 code: loader/Cache.js (Line 1907)

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 code: loader/Cache.js (Line 1742)

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 code: loader/Cache.js (Line 1922)

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 code: loader/Cache.js (Line 1772)

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 code: loader/Cache.js (Line 1862)

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 code: loader/Cache.js (Line 1847)

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 code: loader/Cache.js (Line 1492)

updateSound(key)

Updates the sound object in the cache.

Parameters
Name Type Description
key string

The key of the asset within the cache.

Source code: loader/Cache.js (Line 684)

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