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Loader
Phaser 4.1.0
Phaser 4 examples
Loader
80
examples
13
folders
Folders
13
Audio
5 examples
Base64
4 examples
Binary
3 examples
Bitmap Text
2 examples
File Pack
6 examples
Image
7 examples
Loader Events
13 examples
Sprite Sheet
4 examples
Svg
3 examples
Texture Atlas Json
11 examples
Texture Atlas Multi
3 examples
Texture Atlas Unity
2 examples
Tile Maps
5 examples
Examples
12
Load Animation JSON
Demonstrates how to load animation configuration data from an external JSON file and apply those animations to sprites.
Load External Script
Demonstrates how to load an external JavaScript file and access its global functions within a scene.
Load HTML to Texture
Demonstrates how to load an external HTML file and convert it into a texture that can be used by Game Objects like Images or Sprites.
Load Scene File
Demonstrates how to dynamically load a Scene class from an external JavaScript file using the Loader.
Load Scene Plugin
Demonstrates how to load an external Scene Plugin during the preload phase and access its methods through a custom property on the Scene.
Load Texture Atlas (PCT)
Demonstrates how to load a texture atlas in the PCT format and display its frames on the screen.
Load Texture Atlas (Phaser Format)
Demonstrates how to load a texture atlas using the atlasPCT loader and display specific frames from the loaded texture.
Load XML Texture Atlas
Demonstrates how to load and display frames from a texture atlas that uses an XML data file for frame definitions.
Loader 404 Handling
Demonstrates how the loader behaves when assets fail to load due to 404 errors, showing that the game can still proceed to the create state.
Loading Assets via Configuration Objects
Demonstrates loading assets using configuration objects instead of simple arguments, including setting custom XHR properties like headers, credentials, and timeouts.
Loading Progress Bar
Create a visual progress bar using Graphics and the Loader's progress event to track the loading status of a large asset queue.
Scene Pack Files Payload
Demonstrates how to use the 'pack' property in a Scene configuration to load assets before the Scene starts, making them available before the preload function is even called.