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

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 482

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:

Phaser.BitmapData-

The BitmapData object to be addded to the cache.

Source - loader/Cache.js, line 495

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 520

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 559

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 339

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.

If the image has not yet been fetched (successfully or not), a console.warn message will be displayed.

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 614

<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 369

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 448

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 679

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 663

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 396

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 692

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 432

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 730

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 465

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 646

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 630

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 1029

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 1042

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 1055

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 938

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 951

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 1068

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 898

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 1003

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 1120

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 1107

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 977

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 990

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 964

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 1016

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 917

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 1094

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 1081

<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 2011

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 840

destroy()

Clears the cache. Removes every local cache object reference. If an object in the cache has a destroy method it will be called; otherwise, destroy will be called on any of the object's base, data, frameData, or texture properties.

Source - loader/Cache.js, line 2061

<internal> destroyItem(item)

Parameters:

Name Type Description
item object

Internal: - This member is internal (protected) and may be modified or removed in the future.

Source - loader/Cache.js, line 2092

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:

PIXI.BaseTexture-

The BaseTexture object.

Source - loader/Cache.js, line 1540

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 1380

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:

Phaser.BitmapData-

The requested BitmapData object if found, or null if not.

Source - loader/Cache.js, line 1397

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 1414

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 1175

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:

Phaser.Frame-

The frame data.

Source - loader/Cache.js, line 1556

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:

Phaser.Frame-

The frame object.

Source - loader/Cache.js, line 1650

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:

Phaser.Frame-

The frame object.

Source - loader/Cache.js, line 1674

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 1572

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:

Phaser.FrameData-

The frame data.

Source - loader/Cache.js, line 1595

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 1192

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 1137

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 1431

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 1723

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 1301

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 1519

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 1502

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:

Phaser.Sound-

The sound object.

Source - loader/Cache.js, line 1250

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 1267

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 1284

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:

Phaser.Frame-

The frame data.

Source - loader/Cache.js, line 1235

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 1363

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 1698

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:

Phaser.Video-

The video object.

Source - loader/Cache.js, line 1485

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 1468

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 1615

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 857

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 875

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 780

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 805

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 1861

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 1876

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 1891

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 1755

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 1770

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 1906

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 1831

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 1966

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 1951

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 1797

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 1981

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 1816

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 1996

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 1846

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 1936

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 1921

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 1631

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 823