A reference to the global Cache Manager.
The crossOrigin value applied to loaded images. Very often this needs to be set to 'anonymous'.
Optional load type for image files. XHR
is the default. Set to HTMLImageElement
to load images using the Image tag instead.
Files are stored in this Set while they're in the process of being loaded.
Upon a successful load they are moved to the queue
Set.
By the end of the load process this Set will be empty.
Files are placed in this Set when they're added to the Loader via addFile
.
They are moved to the inflight
Set when they start loading, and assuming a successful
load, to the queue
Set for further processing.
By the end of the load process this Set will be empty.
An array of all schemes that the Loader considers as being 'local'.
This is populated by the Phaser.Core.Config#loaderLocalScheme
game configuration setting and defaults to
[ 'file://', 'capacitor://' ]
. Additional local schemes can be added to this array as needed.
The number of concurrent / parallel resources to try and fetch at once.
Old browsers limit 6 requests per domain; modern ones, especially those with HTTP/2 don't limit it at all.
The default is 32 but you can change this in your Game Config, or by changing this property before the Loader starts.
The value of path
, if set, is placed before any relative file path given. For example:
this.load.path = "images/sprites/";
this.load.image("ball", "ball.png");
this.load.image("tree", "level1/oaktree.png");
this.load.image("boom", "http://server.com/explode.png");
Would load the ball
file from images/sprites/ball.png
and the tree from
images/sprites/level1/oaktree.png
but the file boom
would load from the URL
given as it's an absolute URL.
Please note that the path is added before the filename but after the baseURL (if set.)
If you set this property directly then it must end with a "/". Alternatively, call setPath()
and it'll do it for you.
An optional prefix that is automatically prepended to the start of every file key.
If prefix was MENU.
and you load an image with the key 'Background' the resulting key would be MENU.Background
.
You can set this directly, or call Loader.setPrefix()
. It will then affect every file added to the Loader
from that point on. It does not change any file already in the load queue.
The progress of the current load queue, as a float value between 0 and 1. This is updated automatically as files complete loading. Note that it is possible for this value to go down again if you add content to the current load queue during a load.
Files are stored in this Set while they're being processed.
If the process is successful they are moved to their final destination, which could be a Cache or the Texture Manager.
At the end of the load process this Set will be empty.
The Scene which owns this Loader instance.
Protected
sceneA reference to the global Scene Manager.
Readonly
stateThe current state of the Loader.
A reference to the Scene Systems.
A reference to the global Texture Manager.
The total number of files that successfully loaded during the most recent load.
This value is reset when you call Loader.start
.
The total number of files that failed to load during the most recent load.
This value is reset when you call Loader.start
.
The total number of files to load. It may not always be accurate because you may add to the Loader during the process of loading, especially if you load a Pack File. Therefore this value can change, but in most cases remains static.
xhr specific global settings (can be overridden on a per-file basis)
Takes a well formed, fully parsed pack file object and adds its entries into the load queue. Usually you do not call
this method directly, but instead use Loader.pack
and supply a path to a JSON file that holds the
pack data. However, if you've got the data prepared you can pass it to this method.
You can also provide an optional key. If you do then it will only add the entries from that part of the pack into
to the load queue. If not specified it will add all entries it finds. For more details about the pack file format
see the LoaderPlugin.pack
method.
The Pack File data to be parsed and each entry of it to added to the load queue.
Optional
packKey: stringAn optional key to use from the pack file data.
Adds an Animation JSON Data file, or array of Animation JSON files, to the current load queue.
You can call this method from within your Scene's preload
, along with any other files you wish to load:
function preload ()
{
this.load.animation('baddieAnims', 'files/BaddieAnims.json');
}
The file is not loaded right away. It is added to a queue ready to be loaded either when the loader starts,
or if it's already running, when the next free load slot becomes available. This happens automatically if you
are calling this from within the Scene's preload
method, or a related callback. Because the file is queued
it means you cannot use the file immediately after calling this method, but must wait for the file to complete.
The typical flow for a Phaser Scene is that you load assets in the Scene's preload
method and then when the
Scene's create
method is called you are guaranteed that all of those assets are ready for use and have been
loaded.
If you call this from outside of preload
then you are responsible for starting the Loader afterwards and monitoring
its events to know when it's safe to use the asset. Please see the Phaser.Loader.LoaderPlugin class for more details.
The key must be a unique String. It is used to add the file to the global JSON Cache upon a successful load. The key should be unique both in terms of files being loaded and files already present in the JSON Cache. Loading a file using a key that is already taken will result in a warning. If you wish to replace an existing file then remove it from the JSON Cache first, before loading a new one.
Instead of passing arguments you can pass a configuration object, such as:
this.load.animation({
key: 'baddieAnims',
url: 'files/BaddieAnims.json'
});
See the documentation for Phaser.Types.Loader.FileTypes.JSONFileConfig
for more details.
Once the file has finished loading it will automatically be passed to the global Animation Managers fromJSON
method.
This will parse all of the JSON data and create animation data from it. This process happens at the very end
of the Loader, once every other file in the load queue has finished. The reason for this is to allow you to load
both animation data and the images it relies upon in the same load call.
Once the animation data has been parsed you will be able to play animations using that data.
Please see the Animation Manager fromJSON
method for more details about the format and playback.
You can also access the raw animation data from its Cache using its key:
this.load.animation('baddieAnims', 'files/BaddieAnims.json');
// and later in your game ...
var data = this.cache.json.get('baddieAnims');
If you have specified a prefix in the loader, via Loader.setPrefix
then this value will be prepended to this files
key. For example, if the prefix was LEVEL1.
and the key was Waves
the final key will be LEVEL1.Waves
and
this is what you would use to retrieve the text from the JSON Cache.
The URL can be relative or absolute. If the URL is relative the Loader.baseURL
and Loader.path
values will be prepended to it.
If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is "data"
and no URL is given then the Loader will set the URL to be "data.json". It will always add .json
as the extension, although
this can be overridden if using an object instead of method arguments. If you do not desire this action then provide a URL.
You can also optionally provide a dataKey
to use. This allows you to extract only a part of the JSON and store it in the Cache,
rather than the whole file. For example, if your JSON data had a structure like this:
{
"level1": {
"baddies": {
"aliens": {},
"boss": {}
}
},
"level2": {},
"level3": {}
}
And if you only wanted to create animations from the boss
data, then you could pass level1.baddies.boss
as the dataKey
.
Note: The ability to load this type of file will only be available if the JSON File type has been built into Phaser. It is available in the default build but can be excluded from custom builds.
The key to use for this file, or a file configuration object, or array of them.
Optional
url: stringThe absolute or relative URL to load this file from. If undefined or null
it will be set to <key>.json
, i.e. if key
was "alien" then the URL will be "alien.json".
Optional
dataKey: stringWhen the Animation JSON file loads only this property will be stored in the Cache and used to create animation data.
Optional
xhrSettings: XHRSettingsObjectAn XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.
Aseprite is a powerful animated sprite editor and pixel art tool.
You can find more details at https://www.aseprite.org/
Adds a JSON based Aseprite Animation, or array of animations, to the current load queue.
You can call this method from within your Scene's preload
, along with any other files you wish to load:
function preload ()
{
this.load.aseprite('gladiator', 'images/Gladiator.png', 'images/Gladiator.json');
}
The file is not loaded right away. It is added to a queue ready to be loaded either when the loader starts,
or if it's already running, when the next free load slot becomes available. This happens automatically if you
are calling this from within the Scene's preload
method, or a related callback. Because the file is queued
it means you cannot use the file immediately after calling this method, but must wait for the file to complete.
The typical flow for a Phaser Scene is that you load assets in the Scene's preload
method and then when the
Scene's create
method is called you are guaranteed that all of those assets are ready for use and have been
loaded.
If you call this from outside of preload
then you are responsible for starting the Loader afterwards and monitoring
its events to know when it's safe to use the asset. Please see the Phaser.Loader.LoaderPlugin class for more details.
To export a compatible JSON file in Aseprite, please do the following:
Go to "File - Export Sprite Sheet"
On the Layout tab: 2a. Set the "Sheet type" to "Packed" 2b. Set the "Constraints" to "None" 2c. Check the "Merge Duplicates" checkbox
On the Sprite tab: 3a. Set "Layers" to "Visible layers" 3b. Set "Frames" to "All frames", unless you only wish to export a sub-set of tags
On the Borders tab: 4a. Check the "Trim Sprite" and "Trim Cells" options 4b. Ensure "Border Padding", "Spacing" and "Inner Padding" are all > 0 (1 is usually enough)
On the Output tab: 5a. Check "Output File", give your image a name and make sure you choose "png files" as the file type 5b. Check "JSON Data" and give your json file a name 5c. The JSON Data type can be either a Hash or Array, Phaser doesn't mind. 5d. Make sure "Tags" is checked in the Meta options 5e. In the "Item Filename" input box, make sure it says just "{frame}" and nothing more.
Click export
This was tested with Aseprite 1.2.25.
This will export a png and json file which you can load using the Aseprite Loader, i.e.:
Phaser can load all common image types: png, jpg, gif and any other format the browser can natively handle.
The key must be a unique String. It is used to add the file to the global Texture Manager upon a successful load. The key should be unique both in terms of files being loaded and files already present in the Texture Manager. Loading a file using a key that is already taken will result in a warning. If you wish to replace an existing file then remove it from the Texture Manager first, before loading a new one.
Instead of passing arguments you can pass a configuration object, such as:
this.load.aseprite({
key: 'gladiator',
textureURL: 'images/Gladiator.png',
atlasURL: 'images/Gladiator.json'
});
See the documentation for Phaser.Types.Loader.FileTypes.AsepriteFileConfig
for more details.
Instead of passing a URL for the JSON data you can also pass in a well formed JSON object instead.
Once loaded, you can call this method from within a Scene with the 'atlas' key:
this.anims.createFromAseprite('paladin');
Any animations defined in the JSON will now be available to use in Phaser and you play them via their Tag name. For example, if you have an animation called 'War Cry' on your Aseprite timeline, you can play it in Phaser using that Tag name:
this.add.sprite(400, 300).play('War Cry');
When calling this method you can optionally provide an array of tag names, and only those animations will be created. For example:
this.anims.createFromAseprite('paladin', [ 'step', 'War Cry', 'Magnum Break' ]);
This will only create the 3 animations defined. Note that the tag names are case-sensitive.
If you have specified a prefix in the loader, via Loader.setPrefix
then this value will be prepended to this files
key. For example, if the prefix was MENU.
and the key was Background
the final key will be MENU.Background
and
this is what you would use to retrieve the image from the Texture Manager.
The URL can be relative or absolute. If the URL is relative the Loader.baseURL
and Loader.path
values will be prepended to it.
If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is "alien"
and no URL is given then the Loader will set the URL to be "alien.png". It will always add .png
as the extension, although
this can be overridden if using an object instead of method arguments. If you do not desire this action then provide a URL.
Note: The ability to load this type of file will only be available if the Aseprite File type has been built into Phaser. It is available in the default build but can be excluded from custom builds.
The key to use for this file, or a file configuration object, or array of them.
Optional
textureURL: string | string[]The absolute or relative URL to load the texture image file from. If undefined or null
it will be set to <key>.png
, i.e. if key
was "alien" then the URL will be "alien.png".
Optional
atlasURL: string | objectThe absolute or relative URL to load the texture atlas json data file from. If undefined or null
it will be set to <key>.json
, i.e. if key
was "alien" then the URL will be "alien.json". Or, a well formed JSON object.
Optional
textureXhrSettings: XHRSettingsObjectAn XHR Settings configuration object for the atlas image file. Used in replacement of the Loaders default XHR Settings.
Optional
atlasXhrSettings: XHRSettingsObjectAn XHR Settings configuration object for the atlas json file. Used in replacement of the Loaders default XHR Settings.
Adds a JSON based Texture Atlas, or array of atlases, to the current load queue.
You can call this method from within your Scene's preload
, along with any other files you wish to load:
function preload ()
{
this.load.atlas('mainmenu', 'images/MainMenu.png', 'images/MainMenu.json');
}
The file is not loaded right away. It is added to a queue ready to be loaded either when the loader starts,
or if it's already running, when the next free load slot becomes available. This happens automatically if you
are calling this from within the Scene's preload
method, or a related callback. Because the file is queued
it means you cannot use the file immediately after calling this method, but must wait for the file to complete.
The typical flow for a Phaser Scene is that you load assets in the Scene's preload
method and then when the
Scene's create
method is called you are guaranteed that all of those assets are ready for use and have been
loaded.
If you call this from outside of preload
then you are responsible for starting the Loader afterwards and monitoring
its events to know when it's safe to use the asset. Please see the Phaser.Loader.LoaderPlugin class for more details.
Phaser expects the atlas data to be provided in a JSON file, using either the JSON Hash or JSON Array format.
These files are created by software such as:
If you are using Texture Packer and have enabled multi-atlas support, then please use the Phaser Multi Atlas loader instead of this one.
Phaser can load all common image types: png, jpg, gif and any other format the browser can natively handle.
The key must be a unique String. It is used to add the file to the global Texture Manager upon a successful load. The key should be unique both in terms of files being loaded and files already present in the Texture Manager. Loading a file using a key that is already taken will result in a warning. If you wish to replace an existing file then remove it from the Texture Manager first, before loading a new one.
Instead of passing arguments you can pass a configuration object, such as:
this.load.atlas({
key: 'mainmenu',
textureURL: 'images/MainMenu.png',
atlasURL: 'images/MainMenu.json'
});
See the documentation for Phaser.Types.Loader.FileTypes.AtlasJSONFileConfig
for more details.
Instead of passing a URL for the atlas JSON data you can also pass in a well formed JSON object instead.
Once the atlas has finished loading you can use frames from it as textures for a Game Object by referencing its key:
this.load.atlas('mainmenu', 'images/MainMenu.png', 'images/MainMenu.json');
// and later in your game ...
this.add.image(x, y, 'mainmenu', 'background');
To get a list of all available frames within an atlas please consult your Texture Atlas software.
If you have specified a prefix in the loader, via Loader.setPrefix
then this value will be prepended to this files
key. For example, if the prefix was MENU.
and the key was Background
the final key will be MENU.Background
and
this is what you would use to retrieve the image from the Texture Manager.
The URL can be relative or absolute. If the URL is relative the Loader.baseURL
and Loader.path
values will be prepended to it.
If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is "alien"
and no URL is given then the Loader will set the URL to be "alien.png". It will always add .png
as the extension, although
this can be overridden if using an object instead of method arguments. If you do not desire this action then provide a URL.
Phaser also supports the automatic loading of associated normal maps. If you have a normal map to go with this image,
then you can specify it by providing an array as the url
where the second element is the normal map:
this.load.atlas('mainmenu', [ 'images/MainMenu.png', 'images/MainMenu-n.png' ], 'images/MainMenu.json');
Or, if you are using a config object use the normalMap
property:
this.load.atlas({
key: 'mainmenu',
textureURL: 'images/MainMenu.png',
normalMap: 'images/MainMenu-n.png',
atlasURL: 'images/MainMenu.json'
});
The normal map file is subject to the same conditions as the image file with regard to the path, baseURL, CORs and XHR Settings. Normal maps are a WebGL only feature.
Note: The ability to load this type of file will only be available if the Atlas JSON File type has been built into Phaser. It is available in the default build but can be excluded from custom builds.
The key to use for this file, or a file configuration object, or array of them.
Optional
textureURL: string | string[]The absolute or relative URL to load the texture image file from. If undefined or null
it will be set to <key>.png
, i.e. if key
was "alien" then the URL will be "alien.png".
Optional
atlasURL: string | objectThe absolute or relative URL to load the texture atlas json data file from. If undefined or null
it will be set to <key>.json
, i.e. if key
was "alien" then the URL will be "alien.json". Or, a well formed JSON object.
Optional
textureXhrSettings: XHRSettingsObjectAn XHR Settings configuration object for the atlas image file. Used in replacement of the Loaders default XHR Settings.
Optional
atlasXhrSettings: XHRSettingsObjectAn XHR Settings configuration object for the atlas json file. Used in replacement of the Loaders default XHR Settings.
Adds an XML based Texture Atlas, or array of atlases, to the current load queue.
You can call this method from within your Scene's preload
, along with any other files you wish to load:
function preload ()
{
this.load.atlasXML('mainmenu', 'images/MainMenu.png', 'images/MainMenu.xml');
}
The file is not loaded right away. It is added to a queue ready to be loaded either when the loader starts,
or if it's already running, when the next free load slot becomes available. This happens automatically if you
are calling this from within the Scene's preload
method, or a related callback. Because the file is queued
it means you cannot use the file immediately after calling this method, but must wait for the file to complete.
The typical flow for a Phaser Scene is that you load assets in the Scene's preload
method and then when the
Scene's create
method is called you are guaranteed that all of those assets are ready for use and have been
loaded.
If you call this from outside of preload
then you are responsible for starting the Loader afterwards and monitoring
its events to know when it's safe to use the asset. Please see the Phaser.Loader.LoaderPlugin class for more details.
Phaser expects the atlas data to be provided in an XML file format. These files are created by software such as Shoebox and Adobe Flash / Animate.
Phaser can load all common image types: png, jpg, gif and any other format the browser can natively handle.
The key must be a unique String. It is used to add the file to the global Texture Manager upon a successful load. The key should be unique both in terms of files being loaded and files already present in the Texture Manager. Loading a file using a key that is already taken will result in a warning. If you wish to replace an existing file then remove it from the Texture Manager first, before loading a new one.
Instead of passing arguments you can pass a configuration object, such as:
this.load.atlasXML({
key: 'mainmenu',
textureURL: 'images/MainMenu.png',
atlasURL: 'images/MainMenu.xml'
});
See the documentation for Phaser.Types.Loader.FileTypes.AtlasXMLFileConfig
for more details.
Once the atlas has finished loading you can use frames from it as textures for a Game Object by referencing its key:
this.load.atlasXML('mainmenu', 'images/MainMenu.png', 'images/MainMenu.xml');
// and later in your game ...
this.add.image(x, y, 'mainmenu', 'background');
To get a list of all available frames within an atlas please consult your Texture Atlas software.
If you have specified a prefix in the loader, via Loader.setPrefix
then this value will be prepended to this files
key. For example, if the prefix was MENU.
and the key was Background
the final key will be MENU.Background
and
this is what you would use to retrieve the image from the Texture Manager.
The URL can be relative or absolute. If the URL is relative the Loader.baseURL
and Loader.path
values will be prepended to it.
If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is "alien"
and no URL is given then the Loader will set the URL to be "alien.png". It will always add .png
as the extension, although
this can be overridden if using an object instead of method arguments. If you do not desire this action then provide a URL.
Phaser also supports the automatic loading of associated normal maps. If you have a normal map to go with this image,
then you can specify it by providing an array as the url
where the second element is the normal map:
this.load.atlasXML('mainmenu', [ 'images/MainMenu.png', 'images/MainMenu-n.png' ], 'images/MainMenu.xml');
Or, if you are using a config object use the normalMap
property:
this.load.atlasXML({
key: 'mainmenu',
textureURL: 'images/MainMenu.png',
normalMap: 'images/MainMenu-n.png',
atlasURL: 'images/MainMenu.xml'
});
The normal map file is subject to the same conditions as the image file with regard to the path, baseURL, CORs and XHR Settings. Normal maps are a WebGL only feature.
Note: The ability to load this type of file will only be available if the Atlas XML File type has been built into Phaser. It is available in the default build but can be excluded from custom builds.
The key to use for this file, or a file configuration object, or array of them.
Optional
textureURL: string | string[]The absolute or relative URL to load the texture image file from. If undefined or null
it will be set to <key>.png
, i.e. if key
was "alien" then the URL will be "alien.png".
Optional
atlasURL: stringThe absolute or relative URL to load the texture atlas xml data file from. If undefined or null
it will be set to <key>.xml
, i.e. if key
was "alien" then the URL will be "alien.xml".
Optional
textureXhrSettings: XHRSettingsObjectAn XHR Settings configuration object for the atlas image file. Used in replacement of the Loaders default XHR Settings.
Optional
atlasXhrSettings: XHRSettingsObjectAn XHR Settings configuration object for the atlas xml file. Used in replacement of the Loaders default XHR Settings.
Adds an Audio or HTML5Audio file, or array of audio files, to the current load queue.
You can call this method from within your Scene's preload
, along with any other files you wish to load:
function preload ()
{
this.load.audio('title', [ 'music/Title.ogg', 'music/Title.mp3', 'music/Title.m4a' ]);
}
The file is not loaded right away. It is added to a queue ready to be loaded either when the loader starts,
or if it's already running, when the next free load slot becomes available. This happens automatically if you
are calling this from within the Scene's preload
method, or a related callback. Because the file is queued
it means you cannot use the file immediately after calling this method, but must wait for the file to complete.
The typical flow for a Phaser Scene is that you load assets in the Scene's preload
method and then when the
Scene's create
method is called you are guaranteed that all of those assets are ready for use and have been
loaded.
The key must be a unique String. It is used to add the file to the global Audio Cache upon a successful load. The key should be unique both in terms of files being loaded and files already present in the Audio Cache. Loading a file using a key that is already taken will result in a warning. If you wish to replace an existing file then remove it from the Audio Cache first, before loading a new one.
Instead of passing arguments you can pass a configuration object, such as:
this.load.audio({
key: 'title',
url: [ 'music/Title.ogg', 'music/Title.mp3', 'music/Title.m4a' ]
});
See the documentation for Phaser.Types.Loader.FileTypes.AudioFileConfig
for more details.
The URLs can be relative or absolute. If the URLs are relative the Loader.baseURL
and Loader.path
values will be prepended to them.
Due to different browsers supporting different audio file types you should usually provide your audio files in a variety of formats. ogg, mp3 and m4a are the most common. If you provide an array of URLs then the Loader will determine which one file to load based on browser support.
If audio has been disabled in your game, either via the game config, or lack of support from the device, then no audio will be loaded.
Note: The ability to load this type of file will only be available if the Audio File type has been built into Phaser. It is available in the default build but can be excluded from custom builds.
The key to use for this file, or a file configuration object, or array of them.
Optional
urls: string | string[] | AudioFileURLConfig | AudioFileURLConfig[]The absolute or relative URL to load the audio files from.
Optional
config: anyAn object containing an instances
property for HTML5Audio. Defaults to 1.
Optional
xhrSettings: XHRSettingsObjectAn XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.
Adds a JSON based Audio Sprite, or array of audio sprites, to the current load queue.
You can call this method from within your Scene's preload
, along with any other files you wish to load:
function preload ()
{
this.load.audioSprite('kyobi', 'kyobi.json', [
'kyobi.ogg',
'kyobi.mp3',
'kyobi.m4a'
]);
}
Audio Sprites are a combination of audio files and a JSON configuration. The JSON follows the format of that created by https://github.com/tonistiigi/audiosprite
If the JSON file includes a 'resource' object then you can let Phaser parse it and load the audio files automatically based on its content. To do this exclude the audio URLs from the load:
function preload ()
{
this.load.audioSprite('kyobi', 'kyobi.json');
}
The file is not loaded right away. It is added to a queue ready to be loaded either when the loader starts,
or if it's already running, when the next free load slot becomes available. This happens automatically if you
are calling this from within the Scene's preload
method, or a related callback. Because the file is queued
it means you cannot use the file immediately after calling this method, but must wait for the file to complete.
The typical flow for a Phaser Scene is that you load assets in the Scene's preload
method and then when the
Scene's create
method is called you are guaranteed that all of those assets are ready for use and have been
loaded.
If you call this from outside of preload
then you are responsible for starting the Loader afterwards and monitoring
its events to know when it's safe to use the asset. Please see the Phaser.Loader.LoaderPlugin class for more details.
The key must be a unique String. It is used to add the file to the global Audio Cache upon a successful load. The key should be unique both in terms of files being loaded and files already present in the Audio Cache. Loading a file using a key that is already taken will result in a warning. If you wish to replace an existing file then remove it from the Audio Cache first, before loading a new one.
Instead of passing arguments you can pass a configuration object, such as:
this.load.audioSprite({
key: 'kyobi',
jsonURL: 'audio/Kyobi.json',
audioURL: [
'audio/Kyobi.ogg',
'audio/Kyobi.mp3',
'audio/Kyobi.m4a'
]
});
See the documentation for Phaser.Types.Loader.FileTypes.AudioSpriteFileConfig
for more details.
Instead of passing a URL for the audio JSON data you can also pass in a well formed JSON object instead.
Once the audio has finished loading you can use it create an Audio Sprite by referencing its key:
this.load.audioSprite('kyobi', 'kyobi.json');
// and later in your game ...
var music = this.sound.addAudioSprite('kyobi');
music.play('title');
If you have specified a prefix in the loader, via Loader.setPrefix
then this value will be prepended to this files
key. For example, if the prefix was MENU.
and the key was Background
the final key will be MENU.Background
and
this is what you would use to retrieve the image from the Texture Manager.
The URL can be relative or absolute. If the URL is relative the Loader.baseURL
and Loader.path
values will be prepended to it.
Due to different browsers supporting different audio file types you should usually provide your audio files in a variety of formats. ogg, mp3 and m4a are the most common. If you provide an array of URLs then the Loader will determine which one file to load based on browser support.
If audio has been disabled in your game, either via the game config, or lack of support from the device, then no audio will be loaded.
Note: The ability to load this type of file will only be available if the Audio Sprite File type has been built into Phaser. It is available in the default build but can be excluded from custom builds.
The key to use for this file, or a file configuration object, or an array of objects.
The absolute or relative URL to load the json file from. Or a well formed JSON object to use instead.
Optional
audioURL: string | string[]The absolute or relative URL to load the audio file from. If empty it will be obtained by parsing the JSON file.
Optional
audioConfig: anyThe audio configuration options.
Optional
audioXhrSettings: XHRSettingsObjectAn XHR Settings configuration object for the audio file. Used in replacement of the Loaders default XHR Settings.
Optional
jsonXhrSettings: XHRSettingsObjectAn XHR Settings configuration object for the json file. Used in replacement of the Loaders default XHR Settings.
Adds a Binary file, or array of Binary files, to the current load queue.
You can call this method from within your Scene's preload
, along with any other files you wish to load:
function preload ()
{
this.load.binary('doom', 'files/Doom.wad');
}
The file is not loaded right away. It is added to a queue ready to be loaded either when the loader starts,
or if it's already running, when the next free load slot becomes available. This happens automatically if you
are calling this from within the Scene's preload
method, or a related callback. Because the file is queued
it means you cannot use the file immediately after calling this method, but must wait for the file to complete.
The typical flow for a Phaser Scene is that you load assets in the Scene's preload
method and then when the
Scene's create
method is called you are guaranteed that all of those assets are ready for use and have been
loaded.
The key must be a unique String. It is used to add the file to the global Binary Cache upon a successful load. The key should be unique both in terms of files being loaded and files already present in the Binary Cache. Loading a file using a key that is already taken will result in a warning. If you wish to replace an existing file then remove it from the Binary Cache first, before loading a new one.
Instead of passing arguments you can pass a configuration object, such as:
this.load.binary({
key: 'doom',
url: 'files/Doom.wad',
dataType: Uint8Array
});
See the documentation for Phaser.Types.Loader.FileTypes.BinaryFileConfig
for more details.
Once the file has finished loading you can access it from its Cache using its key:
this.load.binary('doom', 'files/Doom.wad');
// and later in your game ...
var data = this.cache.binary.get('doom');
If you have specified a prefix in the loader, via Loader.setPrefix
then this value will be prepended to this files
key. For example, if the prefix was LEVEL1.
and the key was Data
the final key will be LEVEL1.Data
and
this is what you would use to retrieve the text from the Binary Cache.
The URL can be relative or absolute. If the URL is relative the Loader.baseURL
and Loader.path
values will be prepended to it.
If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is "doom"
and no URL is given then the Loader will set the URL to be "doom.bin". It will always add .bin
as the extension, although
this can be overridden if using an object instead of method arguments. If you do not desire this action then provide a URL.
Note: The ability to load this type of file will only be available if the Binary File type has been built into Phaser. It is available in the default build but can be excluded from custom builds.
The key to use for this file, or a file configuration object, or array of them.
Optional
url: stringThe absolute or relative URL to load this file from. If undefined or null
it will be set to <key>.bin
, i.e. if key
was "alien" then the URL will be "alien.bin".
Optional
dataType: anyOptional type to cast the binary file to once loaded. For example, Uint8Array
.
Optional
xhrSettings: XHRSettingsObjectAn XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.
Adds an XML based Bitmap Font, or array of fonts, to the current load queue.
You can call this method from within your Scene's preload
, along with any other files you wish to load:
function preload ()
{
this.load.bitmapFont('goldenFont', 'images/GoldFont.png', 'images/GoldFont.xml');
}
The file is not loaded right away. It is added to a queue ready to be loaded either when the loader starts,
or if it's already running, when the next free load slot becomes available. This happens automatically if you
are calling this from within the Scene's preload
method, or a related callback. Because the file is queued
it means you cannot use the file immediately after calling this method, but must wait for the file to complete.
The typical flow for a Phaser Scene is that you load assets in the Scene's preload
method and then when the
Scene's create
method is called you are guaranteed that all of those assets are ready for use and have been
loaded.
If you call this from outside of preload
then you are responsible for starting the Loader afterwards and monitoring
its events to know when it's safe to use the asset. Please see the Phaser.Loader.LoaderPlugin class for more details.
Phaser expects the font data to be provided in an XML file format. These files are created by software such as the Angelcode Bitmap Font Generator, Littera or Glyph Designer
Phaser can load all common image types: png, jpg, gif and any other format the browser can natively handle.
The key must be a unique String. It is used to add the file to the global Texture Manager upon a successful load. The key should be unique both in terms of files being loaded and files already present in the Texture Manager. Loading a file using a key that is already taken will result in a warning. If you wish to replace an existing file then remove it from the Texture Manager first, before loading a new one.
Instead of passing arguments you can pass a configuration object, such as:
this.load.bitmapFont({
key: 'goldenFont',
textureURL: 'images/GoldFont.png',
fontDataURL: 'images/GoldFont.xml'
});
See the documentation for Phaser.Types.Loader.FileTypes.BitmapFontFileConfig
for more details.
Once the atlas has finished loading you can use key of it when creating a Bitmap Text Game Object:
this.load.bitmapFont('goldenFont', 'images/GoldFont.png', 'images/GoldFont.xml');
// and later in your game ...
this.add.bitmapText(x, y, 'goldenFont', 'Hello World');
If you have specified a prefix in the loader, via Loader.setPrefix
then this value will be prepended to this files
key. For example, if the prefix was MENU.
and the key was Background
the final key will be MENU.Background
and
this is what you would use when creating a Bitmap Text object.
The URL can be relative or absolute. If the URL is relative the Loader.baseURL
and Loader.path
values will be prepended to it.
If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is "alien"
and no URL is given then the Loader will set the URL to be "alien.png". It will always add .png
as the extension, although
this can be overridden if using an object instead of method arguments. If you do not desire this action then provide a URL.
Phaser also supports the automatic loading of associated normal maps. If you have a normal map to go with this image,
then you can specify it by providing an array as the url
where the second element is the normal map:
this.load.bitmapFont('goldenFont', [ 'images/GoldFont.png', 'images/GoldFont-n.png' ], 'images/GoldFont.xml');
Or, if you are using a config object use the normalMap
property:
this.load.bitmapFont({
key: 'goldenFont',
textureURL: 'images/GoldFont.png',
normalMap: 'images/GoldFont-n.png',
fontDataURL: 'images/GoldFont.xml'
});
The normal map file is subject to the same conditions as the image file with regard to the path, baseURL, CORs and XHR Settings. Normal maps are a WebGL only feature.
Note: The ability to load this type of file will only be available if the Bitmap Font File type has been built into Phaser. It is available in the default build but can be excluded from custom builds.
The key to use for this file, or a file configuration object, or array of them.
Optional
textureURL: string | string[]The absolute or relative URL to load the font image file from. If undefined or null
it will be set to <key>.png
, i.e. if key
was "alien" then the URL will be "alien.png".
Optional
fontDataURL: stringThe absolute or relative URL to load the font xml data file from. If undefined or null
it will be set to <key>.xml
, i.e. if key
was "alien" then the URL will be "alien.xml".
Optional
textureXhrSettings: XHRSettingsObjectAn XHR Settings configuration object for the font image file. Used in replacement of the Loaders default XHR Settings.
Optional
fontDataXhrSettings: XHRSettingsObjectAn XHR Settings configuration object for the font data xml file. Used in replacement of the Loaders default XHR Settings.
Adds a CSS file, or array of CSS files, to the current load queue.
You can call this method from within your Scene's preload
, along with any other files you wish to load:
function preload ()
{
this.load.css('headers', 'styles/headers.css');
}
The file is not loaded right away. It is added to a queue ready to be loaded either when the loader starts,
or if it's already running, when the next free load slot becomes available. This happens automatically if you
are calling this from within the Scene's preload
method, or a related callback. Because the file is queued
it means you cannot use the file immediately after calling this method, but must wait for the file to complete.
The typical flow for a Phaser Scene is that you load assets in the Scene's preload
method and then when the
Scene's create
method is called you are guaranteed that all of those assets are ready for use and have been
loaded.
The key must be a unique String and not already in-use by another file in the Loader.
Instead of passing arguments you can pass a configuration object, such as:
this.load.css({
key: 'headers',
url: 'styles/headers.css'
});
See the documentation for Phaser.Types.Loader.FileTypes.CSSFileConfig
for more details.
Once the file has finished loading it will automatically be converted into a style DOM element
via document.createElement('style')
. It will have its defer
property set to false and then the
resulting element will be appended to document.head
. The CSS styles are then applied to the current document.
The URL can be relative or absolute. If the URL is relative the Loader.baseURL
and Loader.path
values will be prepended to it.
If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is "alien"
and no URL is given then the Loader will set the URL to be "alien.css". It will always add .css
as the extension, although
this can be overridden if using an object instead of method arguments. If you do not desire this action then provide a URL.
Note: The ability to load this type of file will only be available if the CSS File type has been built into Phaser. It is available in the default build but can be excluded from custom builds.
The key to use for this file, or a file configuration object, or array of them.
Optional
url: stringThe absolute or relative URL to load this file from. If undefined or null
it will be set to <key>.css
, i.e. if key
was "alien" then the URL will be "alien.css".
Optional
xhrSettings: XHRSettingsObjectAn XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.
An internal method that is called automatically by the File when it has finished processing.
If the process was successful, and the File isn't part of a MultiFile, its addToCache
method is called.
It this then removed from the queue. If there are no more files to load loadComplete
is called.
The file that has finished processing.
Adds a GLSL file, or array of GLSL files, to the current load queue. In Phaser 3 GLSL files are just plain Text files at the current moment in time.
You can call this method from within your Scene's preload
, along with any other files you wish to load:
function preload ()
{
this.load.glsl('plasma', 'shaders/Plasma.glsl');
}
The file is not loaded right away. It is added to a queue ready to be loaded either when the loader starts,
or if it's already running, when the next free load slot becomes available. This happens automatically if you
are calling this from within the Scene's preload
method, or a related callback. Because the file is queued
it means you cannot use the file immediately after calling this method, but must wait for the file to complete.
The typical flow for a Phaser Scene is that you load assets in the Scene's preload
method and then when the
Scene's create
method is called you are guaranteed that all of those assets are ready for use and have been
loaded.
The key must be a unique String. It is used to add the file to the global Shader Cache upon a successful load. The key should be unique both in terms of files being loaded and files already present in the Shader Cache. Loading a file using a key that is already taken will result in a warning. If you wish to replace an existing file then remove it from the Shader Cache first, before loading a new one.
Instead of passing arguments you can pass a configuration object, such as:
this.load.glsl({
key: 'plasma',
shaderType: 'fragment',
url: 'shaders/Plasma.glsl'
});
See the documentation for Phaser.Types.Loader.FileTypes.GLSLFileConfig
for more details.
Once the file has finished loading you can access it from its Cache using its key:
this.load.glsl('plasma', 'shaders/Plasma.glsl');
// and later in your game ...
var data = this.cache.shader.get('plasma');
If you have specified a prefix in the loader, via Loader.setPrefix
then this value will be prepended to this files
key. For example, if the prefix was FX.
and the key was Plasma
the final key will be FX.Plasma
and
this is what you would use to retrieve the text from the Shader Cache.
The URL can be relative or absolute. If the URL is relative the Loader.baseURL
and Loader.path
values will be prepended to it.
If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is "plasma"
and no URL is given then the Loader will set the URL to be "plasma.glsl". It will always add .glsl
as the extension, although
this can be overridden if using an object instead of method arguments. If you do not desire this action then provide a URL.
Note: The ability to load this type of file will only be available if the GLSL File type has been built into Phaser. It is available in the default build but can be excluded from custom builds.
The key to use for this file, or a file configuration object, or array of them.
Optional
url: stringThe absolute or relative URL to load this file from. If undefined or null
it will be set to <key>.glsl
, i.e. if key
was "alien" then the URL will be "alien.glsl".
Optional
shaderType: stringThe type of shader. Either fragment
for a fragment shader, or vertex
for a vertex shader. This is ignored if you load a shader bundle. Default 'fragment'.
Optional
xhrSettings: XHRSettingsObjectAn XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.
Adds an HTML file, or array of HTML files, to the current load queue.
You can call this method from within your Scene's preload
, along with any other files you wish to load:
function preload ()
{
this.load.html('story', 'files/LoginForm.html');
}
The file is not loaded right away. It is added to a queue ready to be loaded either when the loader starts,
or if it's already running, when the next free load slot becomes available. This happens automatically if you
are calling this from within the Scene's preload
method, or a related callback. Because the file is queued
it means you cannot use the file immediately after calling this method, but must wait for the file to complete.
The typical flow for a Phaser Scene is that you load assets in the Scene's preload
method and then when the
Scene's create
method is called you are guaranteed that all of those assets are ready for use and have been
loaded.
The key must be a unique String. It is used to add the file to the global HTML Cache upon a successful load. The key should be unique both in terms of files being loaded and files already present in the HTML Cache. Loading a file using a key that is already taken will result in a warning. If you wish to replace an existing file then remove it from the HTML Cache first, before loading a new one.
Instead of passing arguments you can pass a configuration object, such as:
this.load.html({
key: 'login',
url: 'files/LoginForm.html'
});
See the documentation for Phaser.Types.Loader.FileTypes.HTMLFileConfig
for more details.
Once the file has finished loading you can access it from its Cache using its key:
this.load.html('login', 'files/LoginForm.html');
// and later in your game ...
var data = this.cache.html.get('login');
If you have specified a prefix in the loader, via Loader.setPrefix
then this value will be prepended to this files
key. For example, if the prefix was LEVEL1.
and the key was Story
the final key will be LEVEL1.Story
and
this is what you would use to retrieve the html from the HTML Cache.
The URL can be relative or absolute. If the URL is relative the Loader.baseURL
and Loader.path
values will be prepended to it.
If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is "story"
and no URL is given then the Loader will set the URL to be "story.html". It will always add .html
as the extension, although
this can be overridden if using an object instead of method arguments. If you do not desire this action then provide a URL.
Note: The ability to load this type of file will only be available if the HTML File type has been built into Phaser. It is available in the default build but can be excluded from custom builds.
The key to use for this file, or a file configuration object, or array of them.
Optional
url: stringThe absolute or relative URL to load this file from. If undefined or null
it will be set to <key>.html
, i.e. if key
was "alien" then the URL will be "alien.html".
Optional
xhrSettings: XHRSettingsObjectAn XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.
Adds an HTML File, or array of HTML Files, to the current load queue. When the files are loaded they will be rendered to textures and stored in the Texture Manager.
You can call this method from within your Scene's preload
, along with any other files you wish to load:
function preload ()
{
this.load.htmlTexture('instructions', 'content/intro.html', 256, 512);
}
The file is not loaded right away. It is added to a queue ready to be loaded either when the loader starts,
or if it's already running, when the next free load slot becomes available. This happens automatically if you
are calling this from within the Scene's preload
method, or a related callback. Because the file is queued
it means you cannot use the file immediately after calling this method, but must wait for the file to complete.
The typical flow for a Phaser Scene is that you load assets in the Scene's preload
method and then when the
Scene's create
method is called you are guaranteed that all of those assets are ready for use and have been
loaded.
The key must be a unique String. It is used to add the file to the global Texture Manager upon a successful load. The key should be unique both in terms of files being loaded and files already present in the Texture Manager. Loading a file using a key that is already taken will result in a warning. If you wish to replace an existing file then remove it from the Texture Manager first, before loading a new one.
Instead of passing arguments you can pass a configuration object, such as:
this.load.htmlTexture({
key: 'instructions',
url: 'content/intro.html',
width: 256,
height: 512
});
See the documentation for Phaser.Types.Loader.FileTypes.HTMLTextureFileConfig
for more details.
Once the file has finished loading you can use it as a texture for a Game Object by referencing its key:
this.load.htmlTexture('instructions', 'content/intro.html', 256, 512);
// and later in your game ...
this.add.image(x, y, 'instructions');
If you have specified a prefix in the loader, via Loader.setPrefix
then this value will be prepended to this files
key. For example, if the prefix was MENU.
and the key was Background
the final key will be MENU.Background
and
this is what you would use to retrieve the image from the Texture Manager.
The URL can be relative or absolute. If the URL is relative the Loader.baseURL
and Loader.path
values will be prepended to it.
If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is "alien"
and no URL is given then the Loader will set the URL to be "alien.html". It will always add .html
as the extension, although
this can be overridden if using an object instead of method arguments. If you do not desire this action then provide a URL.
The width and height are the size of the texture to which the HTML will be rendered. It's not possible to determine these
automatically, so you will need to provide them, either as arguments or in the file config object.
When the HTML file has loaded a new SVG element is created with a size and viewbox set to the width and height given.
The SVG file has a body tag added to it, with the HTML file contents included. It then calls window.Blob
on the SVG,
and if successful is added to the Texture Manager, otherwise it fails processing. The overall quality of the rendered
HTML depends on your browser, and some of them may not even support the svg / blob process used. Be aware that there are
limitations on what HTML can be inside an SVG. You can find out more details in this
Mozilla MDN entry.
Note: The ability to load this type of file will only be available if the HTMLTextureFile File type has been built into Phaser. It is available in the default build but can be excluded from custom builds.
The key to use for this file, or a file configuration object, or array of them.
Optional
url: stringThe absolute or relative URL to load this file from. If undefined or null
it will be set to <key>.html
, i.e. if key
was "alien" then the URL will be "alien.html".
Optional
width: numberThe width of the texture the HTML will be rendered to. Default 512.
Optional
height: numberThe height of the texture the HTML will be rendered to. Default 512.
Optional
xhrSettings: XHRSettingsObjectAn XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.
Adds an Image, or array of Images, to the current load queue.
You can call this method from within your Scene's preload
, along with any other files you wish to load:
function preload ()
{
this.load.image('logo', 'images/phaserLogo.png');
}
The file is not loaded right away. It is added to a queue ready to be loaded either when the loader starts,
or if it's already running, when the next free load slot becomes available. This happens automatically if you
are calling this from within the Scene's preload
method, or a related callback. Because the file is queued
it means you cannot use the file immediately after calling this method, but must wait for the file to complete.
The typical flow for a Phaser Scene is that you load assets in the Scene's preload
method and then when the
Scene's create
method is called you are guaranteed that all of those assets are ready for use and have been
loaded.
Phaser can load all common image types: png, jpg, gif and any other format the browser can natively handle. If you try to load an animated gif only the first frame will be rendered. Browsers do not natively support playback of animated gifs to Canvas elements.
The key must be a unique String. It is used to add the file to the global Texture Manager upon a successful load. The key should be unique both in terms of files being loaded and files already present in the Texture Manager. Loading a file using a key that is already taken will result in a warning. If you wish to replace an existing file then remove it from the Texture Manager first, before loading a new one.
Instead of passing arguments you can pass a configuration object, such as:
this.load.image({
key: 'logo',
url: 'images/AtariLogo.png'
});
See the documentation for Phaser.Types.Loader.FileTypes.ImageFileConfig
for more details.
Once the file has finished loading you can use it as a texture for a Game Object by referencing its key:
this.load.image('logo', 'images/AtariLogo.png');
// and later in your game ...
this.add.image(x, y, 'logo');
If you have specified a prefix in the loader, via Loader.setPrefix
then this value will be prepended to this files
key. For example, if the prefix was MENU.
and the key was Background
the final key will be MENU.Background
and
this is what you would use to retrieve the image from the Texture Manager.
The URL can be relative or absolute. If the URL is relative the Loader.baseURL
and Loader.path
values will be prepended to it.
If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is "alien"
and no URL is given then the Loader will set the URL to be "alien.png". It will always add .png
as the extension, although
this can be overridden if using an object instead of method arguments. If you do not desire this action then provide a URL.
Phaser also supports the automatic loading of associated normal maps. If you have a normal map to go with this image,
then you can specify it by providing an array as the url
where the second element is the normal map:
this.load.image('logo', [ 'images/AtariLogo.png', 'images/AtariLogo-n.png' ]);
Or, if you are using a config object use the normalMap
property:
this.load.image({
key: 'logo',
url: 'images/AtariLogo.png',
normalMap: 'images/AtariLogo-n.png'
});
The normal map file is subject to the same conditions as the image file with regard to the path, baseURL, CORs and XHR Settings. Normal maps are a WebGL only feature.
In Phaser 3.60 a new property was added that allows you to control how images are loaded. By default, images are loaded via XHR as Blobs.
However, you can set loader.imageLoadType: "HTMLImageElement"
in the Game Configuration and instead, the Loader will load all images
via the Image tag instead.
Note: The ability to load this type of file will only be available if the Image File type has been built into Phaser. It is available in the default build but can be excluded from custom builds.
The key to use for this file, or a file configuration object, or array of them.
Optional
url: string | string[]The absolute or relative URL to load this file from. If undefined or null
it will be set to <key>.png
, i.e. if key
was "alien" then the URL will be "alien.png".
Optional
xhrSettings: XHRSettingsObjectAn XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.
Adds a JSON file, or array of JSON files, to the current load queue.
You can call this method from within your Scene's preload
, along with any other files you wish to load:
function preload ()
{
this.load.json('wavedata', 'files/AlienWaveData.json');
}
The file is not loaded right away. It is added to a queue ready to be loaded either when the loader starts,
or if it's already running, when the next free load slot becomes available. This happens automatically if you
are calling this from within the Scene's preload
method, or a related callback. Because the file is queued
it means you cannot use the file immediately after calling this method, but must wait for the file to complete.
The typical flow for a Phaser Scene is that you load assets in the Scene's preload
method and then when the
Scene's create
method is called you are guaranteed that all of those assets are ready for use and have been
loaded.
The key must be a unique String. It is used to add the file to the global JSON Cache upon a successful load. The key should be unique both in terms of files being loaded and files already present in the JSON Cache. Loading a file using a key that is already taken will result in a warning. If you wish to replace an existing file then remove it from the JSON Cache first, before loading a new one.
Instead of passing arguments you can pass a configuration object, such as:
this.load.json({
key: 'wavedata',
url: 'files/AlienWaveData.json'
});
See the documentation for Phaser.Types.Loader.FileTypes.JSONFileConfig
for more details.
Once the file has finished loading you can access it from its Cache using its key:
this.load.json('wavedata', 'files/AlienWaveData.json');
// and later in your game ...
var data = this.cache.json.get('wavedata');
If you have specified a prefix in the loader, via Loader.setPrefix
then this value will be prepended to this files
key. For example, if the prefix was LEVEL1.
and the key was Waves
the final key will be LEVEL1.Waves
and
this is what you would use to retrieve the text from the JSON Cache.
The URL can be relative or absolute. If the URL is relative the Loader.baseURL
and Loader.path
values will be prepended to it.
If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is "data"
and no URL is given then the Loader will set the URL to be "data.json". It will always add .json
as the extension, although
this can be overridden if using an object instead of method arguments. If you do not desire this action then provide a URL.
You can also optionally provide a dataKey
to use. This allows you to extract only a part of the JSON and store it in the Cache,
rather than the whole file. For example, if your JSON data had a structure like this:
{
"level1": {
"baddies": {
"aliens": {},
"boss": {}
}
},
"level2": {},
"level3": {}
}
And you only wanted to store the boss
data in the Cache, then you could pass level1.baddies.boss
as the dataKey
.
Note: The ability to load this type of file will only be available if the JSON File type has been built into Phaser. It is available in the default build but can be excluded from custom builds.
The key to use for this file, or a file configuration object, or array of them.
Optional
url: string | objectThe absolute or relative URL to load this file from. If undefined or null
it will be set to <key>.json
, i.e. if key
was "alien" then the URL will be "alien.json". Or, can be a fully formed JSON Object.
Optional
dataKey: stringWhen the JSON file loads only this property will be stored in the Cache.
Optional
xhrSettings: XHRSettingsObjectAn XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.
Adds a Multi Texture Atlas, or array of multi atlases, to the current load queue.
You can call this method from within your Scene's preload
, along with any other files you wish to load:
function preload ()
{
this.load.multiatlas('level1', 'images/Level1.json');
}
The file is not loaded right away. It is added to a queue ready to be loaded either when the loader starts,
or if it's already running, when the next free load slot becomes available. This happens automatically if you
are calling this from within the Scene's preload
method, or a related callback. Because the file is queued
it means you cannot use the file immediately after calling this method, but must wait for the file to complete.
The typical flow for a Phaser Scene is that you load assets in the Scene's preload
method and then when the
Scene's create
method is called you are guaranteed that all of those assets are ready for use and have been
loaded.
If you call this from outside of preload
then you are responsible for starting the Loader afterwards and monitoring
its events to know when it's safe to use the asset. Please see the Phaser.Loader.LoaderPlugin class for more details.
Phaser expects the atlas data to be provided in a JSON file as exported from the application Texture Packer, version 4.6.3 or above, where you have made sure to use the Phaser 3 Export option.
The way it works internally is that you provide a URL to the JSON file. Phaser then loads this JSON, parses it and extracts which texture files it also needs to load to complete the process. If the JSON also defines normal maps, Phaser will load those as well.
The key must be a unique String. It is used to add the file to the global Texture Manager upon a successful load. The key should be unique both in terms of files being loaded and files already present in the Texture Manager. Loading a file using a key that is already taken will result in a warning. If you wish to replace an existing file then remove it from the Texture Manager first, before loading a new one.
Instead of passing arguments you can pass a configuration object, such as:
this.load.multiatlas({
key: 'level1',
atlasURL: 'images/Level1.json'
});
See the documentation for Phaser.Types.Loader.FileTypes.MultiAtlasFileConfig
for more details.
Instead of passing a URL for the atlas JSON data you can also pass in a well formed JSON object instead.
Once the atlas has finished loading you can use frames from it as textures for a Game Object by referencing its key:
this.load.multiatlas('level1', 'images/Level1.json');
// and later in your game ...
this.add.image(x, y, 'level1', 'background');
To get a list of all available frames within an atlas please consult your Texture Atlas software.
If you have specified a prefix in the loader, via Loader.setPrefix
then this value will be prepended to this files
key. For example, if the prefix was MENU.
and the key was Background
the final key will be MENU.Background
and
this is what you would use to retrieve the image from the Texture Manager.
The URL can be relative or absolute. If the URL is relative the Loader.baseURL
and Loader.path
values will be prepended to it.
If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is "alien"
and no URL is given then the Loader will set the URL to be "alien.png". It will always add .png
as the extension, although
this can be overridden if using an object instead of method arguments. If you do not desire this action then provide a URL.
Note: The ability to load this type of file will only be available if the Multi Atlas File type has been built into Phaser. It is available in the default build but can be excluded from custom builds.
The key to use for this file, or a file configuration object, or array of them.
Optional
atlasURL: stringThe absolute or relative URL to load the texture atlas json data file from. If undefined or null
it will be set to <key>.json
, i.e. if key
was "alien" then the URL will be "alien.json".
Optional
path: stringOptional path to use when loading the textures defined in the atlas data.
Optional
baseURL: stringOptional Base URL to use when loading the textures defined in the atlas data.
Optional
atlasXhrSettings: XHRSettingsObjectAn XHR Settings configuration object for the atlas json file. Used in replacement of the Loaders default XHR Settings.
An internal method called automatically by the XHRLoader belong to a File.
This method will remove the given file from the inflight Set and update the load progress.
If the file was successful its onProcess
method is called, otherwise it is added to the delete queue.
The File that just finished loading, or errored during load.
true
if the file loaded successfully, otherwise false
.
Adds a Wavefront OBJ file, or array of OBJ files, to the current load queue.
Note: You should ensure your 3D package has triangulated the OBJ file prior to export.
You can call this method from within your Scene's preload
, along with any other files you wish to load:
function preload ()
{
this.load.obj('ufo', 'files/spaceship.obj');
}
You can optionally also load a Wavefront Material file as well, by providing the 3rd parameter:
function preload ()
{
this.load.obj('ufo', 'files/spaceship.obj', 'files/spaceship.mtl');
}
If given, the material will be parsed and stored along with the obj data in the cache.
The file is not loaded right away. It is added to a queue ready to be loaded either when the loader starts,
or if it's already running, when the next free load slot becomes available. This happens automatically if you
are calling this from within the Scene's preload
method, or a related callback. Because the file is queued
it means you cannot use the file immediately after calling this method, but must wait for the file to complete.
The typical flow for a Phaser Scene is that you load assets in the Scene's preload
method and then when the
Scene's create
method is called you are guaranteed that all of those assets are ready for use and have been
loaded.
The key must be a unique String. It is used to add the file to the global OBJ Cache upon a successful load. The key should be unique both in terms of files being loaded and files already present in the OBJ Cache. Loading a file using a key that is already taken will result in a warning. If you wish to replace an existing file then remove it from the OBJ Cache first, before loading a new one.
Instead of passing arguments you can pass a configuration object, such as:
this.load.obj({
key: 'ufo',
url: 'files/spaceship.obj',
matURL: 'files/spaceship.mtl',
flipUV: true
});
See the documentation for Phaser.Types.Loader.FileTypes.OBJFileConfig
for more details.
Once the file has finished loading you can access it from its Cache using its key:
this.load.obj('ufo', 'files/spaceship.obj');
// and later in your game ...
var data = this.cache.obj.get('ufo');
If you have specified a prefix in the loader, via Loader.setPrefix
then this value will be prepended to this files
key. For example, if the prefix was LEVEL1.
and the key was Story
the final key will be LEVEL1.Story
and
this is what you would use to retrieve the obj from the OBJ Cache.
The URL can be relative or absolute. If the URL is relative the Loader.baseURL
and Loader.path
values will be prepended to it.
If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is "story"
and no URL is given then the Loader will set the URL to be "story.obj". It will always add .obj
as the extension, although
this can be overridden if using an object instead of method arguments. If you do not desire this action then provide a URL.
Note: The ability to load this type of file will only be available if the OBJ File type has been built into Phaser. It is available in the default build but can be excluded from custom builds.
The key to use for this file, or a file configuration object, or array of them.
Optional
objURL: stringThe absolute or relative URL to load the obj file from. If undefined or null
it will be set to <key>.obj
, i.e. if key
was "alien" then the URL will be "alien.obj".
Optional
matURL: stringOptional absolute or relative URL to load the obj material file from.
Optional
flipUV: booleanFlip the UV coordinates stored in the model data?
Optional
xhrSettings: XHRSettingsObjectAn XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.
Remove the listeners of a given event.
The event name.
Optional
fn: FunctionOnly remove the listeners that match this function.
Optional
context: anyOnly remove the listeners that have this context.
Optional
once: booleanOnly remove one-time listeners.
Adds a JSON File Pack, or array of packs, to the current load queue.
You can call this method from within your Scene's preload
, along with any other files you wish to load:
function preload ()
{
this.load.pack('level1', 'data/Level1Files.json');
}
A File Pack is a JSON file (or object) that contains details about other files that should be added into the Loader. Here is a small example:
{
"test1": {
"files": [
{
"type": "image",
"key": "taikodrummaster",
"url": "assets/pics/taikodrummaster.jpg"
},
{
"type": "image",
"key": "sukasuka-chtholly",
"url": "assets/pics/sukasuka-chtholly.png"
}
]
},
"meta": {
"generated": "1401380327373",
"app": "Phaser 3 Asset Packer",
"url": "https://phaser.io",
"version": "1.0",
"copyright": "Photon Storm Ltd. 2018"
}
}
The pack can be split into sections. In the example above you'll see a section called test1
. You can tell
the load.pack
method to parse only a particular section of a pack. The pack is stored in the JSON Cache,
so you can pass it to the Loader to process additional sections as needed in your game, or you can just load
them all at once without specifying anything.
The pack file can contain an entry for any type of file that Phaser can load. The object structures exactly
match that of the file type configs, and all properties available within the file type configs can be used
in the pack file too. An entry's type
is the name of the Loader method that will load it, e.g., 'image'.
The file is not loaded right away. It is added to a queue ready to be loaded either when the loader starts,
or if it's already running, when the next free load slot becomes available. This happens automatically if you
are calling this from within the Scene's preload
method, or a related callback. Because the file is queued
it means you cannot use the file immediately after calling this method, but must wait for the file to complete.
The typical flow for a Phaser Scene is that you load assets in the Scene's preload
method and then when the
Scene's create
method is called you are guaranteed that all of those assets are ready for use and have been
loaded.
If you call this from outside of preload
then you are responsible for starting the Loader afterwards and monitoring
its events to know when it's safe to use the asset. Please see the Phaser.Loader.LoaderPlugin class for more details.
The key must be a unique String. It is used to add the file to the global JSON Cache upon a successful load. The key should be unique both in terms of files being loaded and files already present in the JSON Cache. Loading a file using a key that is already taken will result in a warning. If you wish to replace an existing file then remove it from the JSON Cache first, before loading a new one.
Instead of passing arguments you can pass a configuration object, such as:
this.load.pack({
key: 'level1',
url: 'data/Level1Files.json'
});
See the documentation for Phaser.Types.Loader.FileTypes.PackFileConfig
for more details.
If you have specified a prefix in the loader, via Loader.setPrefix
then this value will be prepended to this files
key. For example, if the prefix was LEVEL1.
and the key was Waves
the final key will be LEVEL1.Waves
and
this is what you would use to retrieve the text from the JSON Cache.
The URL can be relative or absolute. If the URL is relative the Loader.baseURL
and Loader.path
values will be prepended to it.
If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is "data"
and no URL is given then the Loader will set the URL to be "data.json". It will always add .json
as the extension, although
this can be overridden if using an object instead of method arguments. If you do not desire this action then provide a URL.
You can also optionally provide a dataKey
to use. This allows you to extract only a part of the JSON and store it in the Cache,
rather than the whole file. For example, if your JSON data had a structure like this:
{
"level1": {
"baddies": {
"aliens": {},
"boss": {}
}
},
"level2": {},
"level3": {}
}
And you only wanted to store the boss
data in the Cache, then you could pass level1.baddies.boss
as the dataKey
.
Note: The ability to load this type of file will only be available if the Pack File type has been built into Phaser. It is available in the default build but can be excluded from custom builds.
The key to use for this file, or a file configuration object, or array of them.
Optional
url: stringThe absolute or relative URL to load this file from. If undefined or null
it will be set to <key>.json
, i.e. if key
was "alien" then the URL will be "alien.json".
Optional
dataKey: stringWhen the JSON file loads only this property will be stored in the Cache.
Optional
xhrSettings: XHRSettingsObjectAn XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.
Adds a Plugin Script file, or array of plugin files, to the current load queue.
You can call this method from within your Scene's preload
, along with any other files you wish to load:
function preload ()
{
this.load.plugin('modplayer', 'plugins/ModPlayer.js');
}
The file is not loaded right away. It is added to a queue ready to be loaded either when the loader starts,
or if it's already running, when the next free load slot becomes available. This happens automatically if you
are calling this from within the Scene's preload
method, or a related callback. Because the file is queued
it means you cannot use the file immediately after calling this method, but must wait for the file to complete.
The typical flow for a Phaser Scene is that you load assets in the Scene's preload
method and then when the
Scene's create
method is called you are guaranteed that all of those assets are ready for use and have been
loaded.
The key must be a unique String and not already in-use by another file in the Loader.
Instead of passing arguments you can pass a configuration object, such as:
this.load.plugin({
key: 'modplayer',
url: 'plugins/ModPlayer.js'
});
See the documentation for Phaser.Types.Loader.FileTypes.PluginFileConfig
for more details.
Once the file has finished loading it will automatically be converted into a script element
via document.createElement('script')
. It will have its language set to JavaScript, defer
set to
false and then the resulting element will be appended to document.head
. Any code then in the
script will be executed. It will then be passed to the Phaser PluginCache.register method.
The URL can be relative or absolute. If the URL is relative the Loader.baseURL
and Loader.path
values will be prepended to it.
If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is "alien"
and no URL is given then the Loader will set the URL to be "alien.js". It will always add .js
as the extension, although
this can be overridden if using an object instead of method arguments. If you do not desire this action then provide a URL.
Note: The ability to load this type of file will only be available if the Plugin File type has been built into Phaser. It is available in the default build but can be excluded from custom builds.
The key to use for this file, or a file configuration object, or array of them.
Optional
url: string | FunctionThe absolute or relative URL to load this file from. If undefined or null
it will be set to <key>.js
, i.e. if key
was "alien" then the URL will be "alien.js". Or, a plugin function.
Optional
start: booleanAutomatically start the plugin after loading?
Optional
mapping: stringIf this plugin is to be injected into the Scene, this is the property key used.
Optional
xhrSettings: XHRSettingsObjectAn XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.
Remove the listeners of a given event.
The event name.
Optional
fn: FunctionOnly remove the listeners that match this function.
Optional
context: anyOnly remove the listeners that have this context.
Optional
once: booleanOnly remove one-time listeners.
Causes the browser to save the given data as a file to its default Downloads folder.
Creates a DOM level anchor link, assigns it as being a download
anchor, sets the href
to be an ObjectURL based on the given data, and then invokes a click event.
The data to be saved. Will be passed through URL.createObjectURL.
Optional
filename: stringThe filename to save the file as. Default file.json.
Optional
filetype: stringThe file type to use when saving the file. Defaults to JSON. Default application/json.
Converts the given JSON data into a file that the browser then prompts you to download so you can save it locally.
The data must be well formed JSON and ready-parsed, not a JavaScript object.
The JSON data, ready parsed.
Optional
filename: stringThe name to save the JSON file as. Default file.json.
Adds an external Scene file, or array of Scene files, to the current load queue.
You can call this method from within your Scene's preload
, along with any other files you wish to load:
function preload ()
{
this.load.sceneFile('Level1', 'src/Level1.js');
}
The file is not loaded right away. It is added to a queue ready to be loaded either when the loader starts,
or if it's already running, when the next free load slot becomes available. This happens automatically if you
are calling this from within the Scene's preload
method, or a related callback. Because the file is queued
it means you cannot use the file immediately after calling this method, but must wait for the file to complete.
The typical flow for a Phaser Scene is that you load assets in the Scene's preload
method and then when the
Scene's create
method is called you are guaranteed that all of those assets are ready for use and have been
loaded.
The key must be a unique String. It is used to add the file to the global Scene Manager upon a successful load.
For a Scene File it's vitally important that the key matches the class name in the JavaScript file.
For example here is the source file:
class ExternalScene extends Phaser.Scene {
constructor ()
{
super('myScene');
}
}
Because the class is called ExternalScene
that is the exact same key you must use when loading it:
function preload ()
{
this.load.sceneFile('ExternalScene', 'src/yourScene.js');
}
The key that is used within the Scene Manager can either be set to the same, or you can override it in the Scene
constructor, as we've done in the example above, where the Scene key was changed to myScene
.
The key should be unique both in terms of files being loaded and Scenes already present in the Scene Manager. Loading a file using a key that is already taken will result in a warning. If you wish to replace an existing file then remove it from the Scene Manager first, before loading a new one.
Instead of passing arguments you can pass a configuration object, such as:
this.load.sceneFile({
key: 'Level1',
url: 'src/Level1.js'
});
See the documentation for Phaser.Types.Loader.FileTypes.SceneFileConfig
for more details.
Once the file has finished loading it will be added to the Scene Manager.
this.load.sceneFile('Level1', 'src/Level1.js');
// and later in your game ...
this.scene.start('Level1');
If you have specified a prefix in the loader, via Loader.setPrefix
then this value will be prepended to this files
key. For example, if the prefix was WORLD1.
and the key was Story
the final key will be WORLD1.Story
and
this is what you would use to retrieve the text from the Scene Manager.
The URL can be relative or absolute. If the URL is relative the Loader.baseURL
and Loader.path
values will be prepended to it.
If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is "story"
and no URL is given then the Loader will set the URL to be "story.js". It will always add .js
as the extension, although
this can be overridden if using an object instead of method arguments. If you do not desire this action then provide a URL.
Note: The ability to load this type of file will only be available if the Scene File type has been built into Phaser. It is available in the default build but can be excluded from custom builds.
The key to use for this file, or a file configuration object, or array of them.
Optional
url: stringThe absolute or relative URL to load this file from. If undefined or null
it will be set to <key>.js
, i.e. if key
was "alien" then the URL will be "alien.js".
Optional
xhrSettings: XHRSettingsObjectAn XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.
Adds a Scene Plugin Script file, or array of plugin files, to the current load queue.
You can call this method from within your Scene's preload
, along with any other files you wish to load:
function preload ()
{
this.load.scenePlugin('ModPlayer', 'plugins/ModPlayer.js', 'modPlayer', 'mods');
}
The file is not loaded right away. It is added to a queue ready to be loaded either when the loader starts,
or if it's already running, when the next free load slot becomes available. This happens automatically if you
are calling this from within the Scene's preload
method, or a related callback. Because the file is queued
it means you cannot use the file immediately after calling this method, but must wait for the file to complete.
The typical flow for a Phaser Scene is that you load assets in the Scene's preload
method and then when the
Scene's create
method is called you are guaranteed that all of those assets are ready for use and have been
loaded.
The key must be a unique String and not already in-use by another file in the Loader.
Instead of passing arguments you can pass a configuration object, such as:
this.load.scenePlugin({
key: 'modplayer',
url: 'plugins/ModPlayer.js'
});
See the documentation for Phaser.Types.Loader.FileTypes.ScenePluginFileConfig
for more details.
Once the file has finished loading it will automatically be converted into a script element
via document.createElement('script')
. It will have its language set to JavaScript, defer
set to
false and then the resulting element will be appended to document.head
. Any code then in the
script will be executed. It will then be passed to the Phaser PluginCache.register method.
The URL can be relative or absolute. If the URL is relative the Loader.baseURL
and Loader.path
values will be prepended to it.
If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is "alien"
and no URL is given then the Loader will set the URL to be "alien.js". It will always add .js
as the extension, although
this can be overridden if using an object instead of method arguments. If you do not desire this action then provide a URL.
Note: The ability to load this type of file will only be available if the Script File type has been built into Phaser. It is available in the default build but can be excluded from custom builds.
The key to use for this file, or a file configuration object, or array of them.
Optional
url: string | FunctionThe absolute or relative URL to load this file from. If undefined or null
it will be set to <key>.js
, i.e. if key
was "alien" then the URL will be "alien.js". Or, set to a plugin function.
Optional
systemKey: stringIf this plugin is to be added to Scene.Systems, this is the property key for it.
Optional
sceneKey: stringIf this plugin is to be added to the Scene, this is the property key for it.
Optional
xhrSettings: XHRSettingsObjectAn XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.
Adds a Script file, or array of Script files, to the current load queue.
You can call this method from within your Scene's preload
, along with any other files you wish to load:
function preload ()
{
this.load.script('aliens', 'lib/aliens.js');
}
If the script file contains a module, then you should specify that using the 'type' parameter:
function preload ()
{
this.load.script('aliens', 'lib/aliens.js', 'module');
}
The file is not loaded right away. It is added to a queue ready to be loaded either when the loader starts,
or if it's already running, when the next free load slot becomes available. This happens automatically if you
are calling this from within the Scene's preload
method, or a related callback. Because the file is queued
it means you cannot use the file immediately after calling this method, but must wait for the file to complete.
The typical flow for a Phaser Scene is that you load assets in the Scene's preload
method and then when the
Scene's create
method is called you are guaranteed that all of those assets are ready for use and have been
loaded.
The key must be a unique String and not already in-use by another file in the Loader.
Instead of passing arguments you can pass a configuration object, such as:
this.load.script({
key: 'aliens',
url: 'lib/aliens.js',
type: 'script' // or 'module'
});
See the documentation for Phaser.Types.Loader.FileTypes.ScriptFileConfig
for more details.
Once the file has finished loading it will automatically be converted into a script element
via document.createElement('script')
. It will have its language set to JavaScript, defer
set to
false and then the resulting element will be appended to document.head
. Any code then in the
script will be executed.
The URL can be relative or absolute. If the URL is relative the Loader.baseURL
and Loader.path
values will be prepended to it.
If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is "alien"
and no URL is given then the Loader will set the URL to be "alien.js". It will always add .js
as the extension, although
this can be overridden if using an object instead of method arguments. If you do not desire this action then provide a URL.
Note: The ability to load this type of file will only be available if the Script File type has been built into Phaser. It is available in the default build but can be excluded from custom builds.
The key to use for this file, or a file configuration object, or array of them.
Optional
url: stringThe absolute or relative URL to load this file from. If undefined or null
it will be set to <key>.js
, i.e. if key
was "alien" then the URL will be "alien.js".
Optional
type: stringThe script type. Should be either 'script' for classic JavaScript, or 'module' if the file contains an exported module. Default 'script'.
Optional
xhrSettings: XHRSettingsObjectAn XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.
Adds an array of Script files to the current load queue.
The difference between this and the ScriptFile
file type is that you give an array of scripts to this method,
and the scripts are then processed exactly in that order. This allows you to load a bunch of scripts that
may have dependencies on each other without worrying about the async nature of traditional script loading.
You can call this method from within your Scene's preload
, along with any other files you wish to load:
function preload ()
{
this.load.scripts('PostProcess', [
'libs/shaders/CopyShader.js',
'libs/postprocessing/EffectComposer.js',
'libs/postprocessing/RenderPass.js',
'libs/postprocessing/MaskPass.js',
'libs/postprocessing/ShaderPass.js',
'libs/postprocessing/AfterimagePass.js'
]);
}
In the code above the script files will all be loaded in parallel but only processed (i.e. invoked) in the exact order given in the array.
The files are not loaded right away. They are added to a queue ready to be loaded either when the loader starts,
or if it's already running, when the next free load slot becomes available. This happens automatically if you
are calling this from within the Scene's preload
method, or a related callback. Because the files are queued
it means you cannot use the files immediately after calling this method, but must wait for the files to complete.
The typical flow for a Phaser Scene is that you load assets in the Scene's preload
method and then when the
Scene's create
method is called you are guaranteed that all of those assets are ready for use and have been
loaded.
The key must be a unique String and not already in-use by another file in the Loader.
Instead of passing arguments you can pass a configuration object, such as:
this.load.scripts({
key: 'PostProcess',
url: [
'libs/shaders/CopyShader.js',
'libs/postprocessing/EffectComposer.js',
'libs/postprocessing/RenderPass.js',
'libs/postprocessing/MaskPass.js',
'libs/postprocessing/ShaderPass.js',
'libs/postprocessing/AfterimagePass.js'
]
});
See the documentation for Phaser.Types.Loader.FileTypes.MultiScriptFileConfig
for more details.
Once all the files have finished loading they will automatically be converted into a script element
via document.createElement('script')
. They will have their language set to JavaScript, defer
set to
false and then the resulting element will be appended to document.head
. Any code then in the
script will be executed. This is done in the exact order the files are specified in the url array.
The URLs can be relative or absolute. If the URLs are relative the Loader.baseURL
and Loader.path
values will be prepended to them.
Note: The ability to load this type of file will only be available if the MultiScript File type has been built into Phaser. It is available in the default build but can be excluded from custom builds.
The key to use for this file, or a file configuration object, or array of them.
Optional
url: string[]An array of absolute or relative URLs to load the script files from. They are processed in the order given in the array.
Optional
extension: stringThe default file extension to use if no url is provided. Default 'js'.
Optional
xhrSettings: XHRSettingsObjectExtra XHR Settings specifically for these files.
If you want to append a URL before the path of any asset you can set this here.
Useful if allowing the asset base url to be configured outside of the game code.
Once a base URL is set it will affect every file loaded by the Loader from that point on. It does not change any file already being loaded. To reset it, call this method with no arguments.
Optional
url: stringThe URL to use. Leave empty to reset.
Sets the Cross Origin Resource Sharing value used when loading files.
Files can override this value on a per-file basis by specifying an alternative crossOrigin
value in their file config.
Once CORs is set it will then affect every file loaded by the Loader from that point on, as long as they don't have their own CORs setting. To reset it, call this method with no arguments.
For more details about CORs see https://developer.mozilla.org/en-US/docs/Web/HTTP/CORS
Optional
crossOrigin: stringThe value to use for the crossOrigin
property in the load request.
The value of path
, if set, is placed before any relative file path given. For example:
this.load.setPath("images/sprites/");
this.load.image("ball", "ball.png");
this.load.image("tree", "level1/oaktree.png");
this.load.image("boom", "http://server.com/explode.png");
Would load the ball
file from images/sprites/ball.png
and the tree from
images/sprites/level1/oaktree.png
but the file boom
would load from the URL
given as it's an absolute URL.
Please note that the path is added before the filename but after the baseURL (if set.)
Once a path is set it will then affect every file added to the Loader from that point on. It does not change any file already in the load queue. To reset it, call this method with no arguments.
Optional
path: stringThe path to use. Leave empty to reset.
An optional prefix that is automatically prepended to the start of every file key.
If prefix was MENU.
and you load an image with the key 'Background' the resulting key would be MENU.Background
.
Once a prefix is set it will then affect every file added to the Loader from that point on. It does not change any file already in the load queue. To reset it, call this method with no arguments.
Optional
prefix: stringThe prefix to use. Leave empty to reset.
Adds a Sprite Sheet Image, or array of Sprite Sheet Images, to the current load queue.
The term 'Sprite Sheet' in Phaser means a fixed-size sheet. Where every frame in the sheet is the exact same size, and you reference those frames using numbers, not frame names. This is not the same thing as a Texture Atlas, where the frames are packed in a way where they take up the least amount of space, and are referenced by their names, not numbers. Some articles and software use the term 'Sprite Sheet' to mean Texture Atlas, so please be aware of what sort of file you're actually trying to load.
You can call this method from within your Scene's preload
, along with any other files you wish to load:
function preload ()
{
this.load.spritesheet('bot', 'images/robot.png', { frameWidth: 32, frameHeight: 38 });
}
The file is not loaded right away. It is added to a queue ready to be loaded either when the loader starts,
or if it's already running, when the next free load slot becomes available. This happens automatically if you
are calling this from within the Scene's preload
method, or a related callback. Because the file is queued
it means you cannot use the file immediately after calling this method, but must wait for the file to complete.
The typical flow for a Phaser Scene is that you load assets in the Scene's preload
method and then when the
Scene's create
method is called you are guaranteed that all of those assets are ready for use and have been
loaded.
Phaser can load all common image types: png, jpg, gif and any other format the browser can natively handle. If you try to load an animated gif only the first frame will be rendered. Browsers do not natively support playback of animated gifs to Canvas elements.
The key must be a unique String. It is used to add the file to the global Texture Manager upon a successful load. The key should be unique both in terms of files being loaded and files already present in the Texture Manager. Loading a file using a key that is already taken will result in a warning. If you wish to replace an existing file then remove it from the Texture Manager first, before loading a new one.
Instead of passing arguments you can pass a configuration object, such as:
this.load.spritesheet({
key: 'bot',
url: 'images/robot.png',
frameConfig: {
frameWidth: 32,
frameHeight: 38,
startFrame: 0,
endFrame: 8
}
});
See the documentation for Phaser.Types.Loader.FileTypes.SpriteSheetFileConfig
for more details.
Once the file has finished loading you can use it as a texture for a Game Object by referencing its key:
this.load.spritesheet('bot', 'images/robot.png', { frameWidth: 32, frameHeight: 38 });
// and later in your game ...
this.add.image(x, y, 'bot', 0);
If you have specified a prefix in the loader, via Loader.setPrefix
then this value will be prepended to this files
key. For example, if the prefix was PLAYER.
and the key was Running
the final key will be PLAYER.Running
and
this is what you would use to retrieve the image from the Texture Manager.
The URL can be relative or absolute. If the URL is relative the Loader.baseURL
and Loader.path
values will be prepended to it.
If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is "alien"
and no URL is given then the Loader will set the URL to be "alien.png". It will always add .png
as the extension, although
this can be overridden if using an object instead of method arguments. If you do not desire this action then provide a URL.
Phaser also supports the automatic loading of associated normal maps. If you have a normal map to go with this image,
then you can specify it by providing an array as the url
where the second element is the normal map:
this.load.spritesheet('logo', [ 'images/AtariLogo.png', 'images/AtariLogo-n.png' ], { frameWidth: 256, frameHeight: 80 });
Or, if you are using a config object use the normalMap
property:
this.load.spritesheet({
key: 'logo',
url: 'images/AtariLogo.png',
normalMap: 'images/AtariLogo-n.png',
frameConfig: {
frameWidth: 256,
frameHeight: 80
}
});
The normal map file is subject to the same conditions as the image file with regard to the path, baseURL, CORs and XHR Settings. Normal maps are a WebGL only feature.
Note: The ability to load this type of file will only be available if the Sprite Sheet File type has been built into Phaser. It is available in the default build but can be excluded from custom builds.
The key to use for this file, or a file configuration object, or array of them.
Optional
url: stringThe absolute or relative URL to load this file from. If undefined or null
it will be set to <key>.png
, i.e. if key
was "alien" then the URL will be "alien.png".
Optional
frameConfig: ImageFrameConfigThe frame configuration object. At a minimum it should have a frameWidth
property.
Optional
xhrSettings: XHRSettingsObjectAn XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.
Starts the Loader running. This will reset the progress and totals and then emit a start
event.
If there is nothing in the queue the Loader will immediately complete, otherwise it will start
loading the first batch of files.
The Loader is started automatically if the queue is populated within your Scenes preload
method.
However, outside of this, you need to call this method to start it.
If the Loader is already running this method will simply return.
Adds an SVG File, or array of SVG Files, to the current load queue. When the files are loaded they will be rendered to bitmap textures and stored in the Texture Manager.
You can call this method from within your Scene's preload
, along with any other files you wish to load:
function preload ()
{
this.load.svg('morty', 'images/Morty.svg');
}
The file is not loaded right away. It is added to a queue ready to be loaded either when the loader starts,
or if it's already running, when the next free load slot becomes available. This happens automatically if you
are calling this from within the Scene's preload
method, or a related callback. Because the file is queued
it means you cannot use the file immediately after calling this method, but must wait for the file to complete.
The typical flow for a Phaser Scene is that you load assets in the Scene's preload
method and then when the
Scene's create
method is called you are guaranteed that all of those assets are ready for use and have been
loaded.
The key must be a unique String. It is used to add the file to the global Texture Manager upon a successful load. The key should be unique both in terms of files being loaded and files already present in the Texture Manager. Loading a file using a key that is already taken will result in a warning. If you wish to replace an existing file then remove it from the Texture Manager first, before loading a new one.
Instead of passing arguments you can pass a configuration object, such as:
this.load.svg({
key: 'morty',
url: 'images/Morty.svg'
});
See the documentation for Phaser.Types.Loader.FileTypes.SVGFileConfig
for more details.
Once the file has finished loading you can use it as a texture for a Game Object by referencing its key:
this.load.svg('morty', 'images/Morty.svg');
// and later in your game ...
this.add.image(x, y, 'morty');
If you have specified a prefix in the loader, via Loader.setPrefix
then this value will be prepended to this files
key. For example, if the prefix was MENU.
and the key was Background
the final key will be MENU.Background
and
this is what you would use to retrieve the image from the Texture Manager.
The URL can be relative or absolute. If the URL is relative the Loader.baseURL
and Loader.path
values will be prepended to it.
If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is "alien"
and no URL is given then the Loader will set the URL to be "alien.html". It will always add .html
as the extension, although
this can be overridden if using an object instead of method arguments. If you do not desire this action then provide a URL.
You can optionally pass an SVG Resize Configuration object when you load an SVG file. By default the SVG will be rendered to a texture at the same size defined in the SVG file attributes. However, this isn't always desirable. You may wish to resize the SVG (either down or up) to improve texture clarity, or reduce texture memory consumption. You can either specify an exact width and height to resize the SVG to:
function preload ()
{
this.load.svg('morty', 'images/Morty.svg', { width: 300, height: 600 });
}
Or when using a configuration object:
this.load.svg({
key: 'morty',
url: 'images/Morty.svg',
svgConfig: {
width: 300,
height: 600
}
});
Alternatively, you can just provide a scale factor instead:
function preload ()
{
this.load.svg('morty', 'images/Morty.svg', { scale: 2.5 });
}
Or when using a configuration object:
this.load.svg({
key: 'morty',
url: 'images/Morty.svg',
svgConfig: {
scale: 2.5
}
});
If scale, width and height values are all given, the scale has priority and the width and height values are ignored.
Note: The ability to load this type of file will only be available if the SVG File type has been built into Phaser. It is available in the default build but can be excluded from custom builds.
The key to use for this file, or a file configuration object, or array of them.
Optional
url: stringThe absolute or relative URL to load this file from. If undefined or null
it will be set to <key>.svg
, i.e. if key
was "alien" then the URL will be "alien.svg".
Optional
svgConfig: SVGSizeConfigThe svg size configuration object.
Optional
xhrSettings: XHRSettingsObjectAn XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.
Adds a Text file, or array of Text files, to the current load queue.
You can call this method from within your Scene's preload
, along with any other files you wish to load:
function preload ()
{
this.load.text('story', 'files/IntroStory.txt');
}
The file is not loaded right away. It is added to a queue ready to be loaded either when the loader starts,
or if it's already running, when the next free load slot becomes available. This happens automatically if you
are calling this from within the Scene's preload
method, or a related callback. Because the file is queued
it means you cannot use the file immediately after calling this method, but must wait for the file to complete.
The typical flow for a Phaser Scene is that you load assets in the Scene's preload
method and then when the
Scene's create
method is called you are guaranteed that all of those assets are ready for use and have been
loaded.
The key must be a unique String. It is used to add the file to the global Text Cache upon a successful load. The key should be unique both in terms of files being loaded and files already present in the Text Cache. Loading a file using a key that is already taken will result in a warning. If you wish to replace an existing file then remove it from the Text Cache first, before loading a new one.
Instead of passing arguments you can pass a configuration object, such as:
this.load.text({
key: 'story',
url: 'files/IntroStory.txt'
});
See the documentation for Phaser.Types.Loader.FileTypes.TextFileConfig
for more details.
Once the file has finished loading you can access it from its Cache using its key:
this.load.text('story', 'files/IntroStory.txt');
// and later in your game ...
var data = this.cache.text.get('story');
If you have specified a prefix in the loader, via Loader.setPrefix
then this value will be prepended to this files
key. For example, if the prefix was LEVEL1.
and the key was Story
the final key will be LEVEL1.Story
and
this is what you would use to retrieve the text from the Text Cache.
The URL can be relative or absolute. If the URL is relative the Loader.baseURL
and Loader.path
values will be prepended to it.
If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is "story"
and no URL is given then the Loader will set the URL to be "story.txt". It will always add .txt
as the extension, although
this can be overridden if using an object instead of method arguments. If you do not desire this action then provide a URL.
Note: The ability to load this type of file will only be available if the Text File type has been built into Phaser. It is available in the default build but can be excluded from custom builds.
The key to use for this file, or a file configuration object, or array of them.
Optional
url: stringThe absolute or relative URL to load this file from. If undefined or null
it will be set to <key>.txt
, i.e. if key
was "alien" then the URL will be "alien.txt".
Optional
xhrSettings: XHRSettingsObjectAn XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.
Adds a Compressed Texture file to the current load queue. This feature is WebGL only.
This method takes a key and a configuration object, which lists the different formats and files associated with them.
The texture format object should be ordered in GPU priority order, with IMG as the last entry.
You can call this method from within your Scene's preload
, along with any other files you wish to load:
preload ()
{
this.load.texture('yourPic', {
ASTC: { type: 'PVR', textureURL: 'pic-astc-4x4.pvr' },
PVRTC: { type: 'PVR', textureURL: 'pic-pvrtc-4bpp-rgba.pvr' },
S3TC: { type: 'PVR', textureURL: 'pic-dxt5.pvr' },
IMG: { textureURL: 'pic.png' }
});
If you wish to load a texture atlas, provide the atlasURL
property:
preload ()
{
const path = 'assets/compressed';
this.load.texture('yourAtlas', {
'ASTC': { type: 'PVR', textureURL: `${path}/textures-astc-4x4.pvr`, atlasURL: `${path}/textures.json` },
'PVRTC': { type: 'PVR', textureURL: `${path}/textures-pvrtc-4bpp-rgba.pvr`, atlasURL: `${path}/textures-pvrtc-4bpp-rgba.json` },
'S3TC': { type: 'PVR', textureURL: `${path}/textures-dxt5.pvr`, atlasURL: `${path}/textures-dxt5.json` },
'IMG': { textureURL: `${path}/textures.png`, atlasURL: `${path}/textures.json` }
});
}
If you wish to load a Multi Atlas, as exported from Texture Packer Pro, use the multiAtlasURL
property instead:
preload ()
{
const path = 'assets/compressed';
this.load.texture('yourAtlas', {
'ASTC': { type: 'PVR', atlasURL: `${path}/textures.json` },
'PVRTC': { type: 'PVR', atlasURL: `${path}/textures-pvrtc-4bpp-rgba.json` },
'S3TC': { type: 'PVR', atlasURL: `${path}/textures-dxt5.json` },
'IMG': { atlasURL: `${path}/textures.json` }
});
}
When loading a Multi Atlas you do not need to specify the textureURL
property as it will be read from the JSON file.
Instead of passing arguments you can pass a configuration object, such as:
this.load.texture({
key: 'yourPic',
url: {
ASTC: { type: 'PVR', textureURL: 'pic-astc-4x4.pvr' },
PVRTC: { type: 'PVR', textureURL: 'pic-pvrtc-4bpp-rgba.pvr' },
S3TC: { type: 'PVR', textureURL: 'pic-dxt5.pvr' },
IMG: { textureURL: 'pic.png' }
}
});
See the documentation for Phaser.Types.Loader.FileTypes.CompressedTextureFileConfig
for more details.
The number of formats you provide to this function is up to you, but you should ensure you cover the primary platforms where appropriate.
The 'IMG' entry is a fallback to a JPG or PNG, should the browser be unable to load any of the other formats presented to this function. You should really always include this, although it is optional.
Phaser supports loading both the PVR and KTX container formats. Within those, it can parse the following texture compression formats:
ETC ETC1 ATC ASTC BPTC RGTC PVRTC S3TC S3TCSRGB
For more information about the benefits of compressed textures please see the following articles:
Texture Compression in 2020 (https://aras-p.info/blog/2020/12/08/Texture-Compression-in-2020/) Compressed GPU Texture Formats (https://themaister.net/blog/2020/08/12/compressed-gpu-texture-formats-a-review-and-compute-shader-decoders-part-1/)
To create compressed texture files use a 3rd party application such as:
Texture Packer (https://www.codeandweb.com/texturepacker/tutorials/how-to-create-sprite-sheets-for-phaser3?utm_source=ad&utm_medium=banner&utm_campaign=phaser-2018-10-16) PVRTexTool (https://developer.imaginationtech.com/pvrtextool/) - available for Windows, macOS and Linux. Mali Texture Compression Tool (https://developer.arm.com/tools-and-software/graphics-and-gaming/mali-texture-compression-tool) ASTC Encoder (https://github.com/ARM-software/astc-encoder)
ASTCs must have a Channel Type of Unsigned Normalized Bytes (UNorm).
The file is not loaded right away. It is added to a queue ready to be loaded either when the loader starts,
or if it's already running, when the next free load slot becomes available. This happens automatically if you
are calling this from within the Scene's preload
method, or a related callback. Because the file is queued
it means you cannot use the file immediately after calling this method, but must wait for the file to complete.
The typical flow for a Phaser Scene is that you load assets in the Scene's preload
method and then when the
Scene's create
method is called you are guaranteed that all of those assets are ready for use and have been
loaded.
The key must be a unique String. It is used to add the file to the global Texture Manager upon a successful load. The key should be unique both in terms of files being loaded and files already present in the Texture Manager. Loading a file using a key that is already taken will result in a warning. If you wish to replace an existing file then remove it from the Texture Manager first, before loading a new one.
If you have specified a prefix in the loader, via Loader.setPrefix
then this value will be prepended to this files
key. For example, if the prefix was LEVEL1.
and the key was Data
the final key will be LEVEL1.Data
and
this is what you would use to retrieve the text from the Texture Manager.
The URL can be relative or absolute. If the URL is relative the Loader.baseURL
and Loader.path
values will be prepended to it.
Unlike other file loaders in Phaser, the URLs must include the file extension.
Note: The ability to load this type of file will only be available if the Compressed Texture File type has been built into Phaser. It is available in the default build but can be excluded from custom builds.
The key to use for this file, or a file configuration object, or array of them.
Optional
url: CompressedTextureFileConfigThe compressed texture configuration object. Not required if passing a config object as the key
parameter.
Optional
xhrSettings: XHRSettingsObjectAn XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.
Adds a CSV Tilemap file, or array of CSV files, to the current load queue.
You can call this method from within your Scene's preload
, along with any other files you wish to load:
function preload ()
{
this.load.tilemapCSV('level1', 'maps/Level1.csv');
}
Tilemap CSV data can be created in a text editor, or a 3rd party app that exports as CSV.
The file is not loaded right away. It is added to a queue ready to be loaded either when the loader starts,
or if it's already running, when the next free load slot becomes available. This happens automatically if you
are calling this from within the Scene's preload
method, or a related callback. Because the file is queued
it means you cannot use the file immediately after calling this method, but must wait for the file to complete.
The typical flow for a Phaser Scene is that you load assets in the Scene's preload
method and then when the
Scene's create
method is called you are guaranteed that all of those assets are ready for use and have been
loaded.
The key must be a unique String. It is used to add the file to the global Tilemap Cache upon a successful load. The key should be unique both in terms of files being loaded and files already present in the Tilemap Cache. Loading a file using a key that is already taken will result in a warning. If you wish to replace an existing file then remove it from the Text Cache first, before loading a new one.
Instead of passing arguments you can pass a configuration object, such as:
this.load.tilemapCSV({
key: 'level1',
url: 'maps/Level1.csv'
});
See the documentation for Phaser.Types.Loader.FileTypes.TilemapCSVFileConfig
for more details.
Once the file has finished loading you can access it from its Cache using its key:
this.load.tilemapCSV('level1', 'maps/Level1.csv');
// and later in your game ...
var map = this.make.tilemap({ key: 'level1' });
If you have specified a prefix in the loader, via Loader.setPrefix
then this value will be prepended to this files
key. For example, if the prefix was LEVEL1.
and the key was Story
the final key will be LEVEL1.Story
and
this is what you would use to retrieve the text from the Tilemap Cache.
The URL can be relative or absolute. If the URL is relative the Loader.baseURL
and Loader.path
values will be prepended to it.
If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is "level"
and no URL is given then the Loader will set the URL to be "level.csv". It will always add .csv
as the extension, although
this can be overridden if using an object instead of method arguments. If you do not desire this action then provide a URL.
Note: The ability to load this type of file will only be available if the Tilemap CSV File type has been built into Phaser. It is available in the default build but can be excluded from custom builds.
The key to use for this file, or a file configuration object, or array of them.
Optional
url: stringThe absolute or relative URL to load this file from. If undefined or null
it will be set to <key>.csv
, i.e. if key
was "alien" then the URL will be "alien.csv".
Optional
xhrSettings: XHRSettingsObjectAn XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.
Adds an Impact.js Tilemap file, or array of map files, to the current load queue.
You can call this method from within your Scene's preload
, along with any other files you wish to load:
function preload ()
{
this.load.tilemapImpact('level1', 'maps/Level1.json');
}
Impact Tilemap data is created the Impact.js Map Editor called Weltmeister.
The file is not loaded right away. It is added to a queue ready to be loaded either when the loader starts,
or if it's already running, when the next free load slot becomes available. This happens automatically if you
are calling this from within the Scene's preload
method, or a related callback. Because the file is queued
it means you cannot use the file immediately after calling this method, but must wait for the file to complete.
The typical flow for a Phaser Scene is that you load assets in the Scene's preload
method and then when the
Scene's create
method is called you are guaranteed that all of those assets are ready for use and have been
loaded.
The key must be a unique String. It is used to add the file to the global Tilemap Cache upon a successful load. The key should be unique both in terms of files being loaded and files already present in the Tilemap Cache. Loading a file using a key that is already taken will result in a warning. If you wish to replace an existing file then remove it from the Text Cache first, before loading a new one.
Instead of passing arguments you can pass a configuration object, such as:
this.load.tilemapImpact({
key: 'level1',
url: 'maps/Level1.json'
});
See the documentation for Phaser.Types.Loader.FileTypes.TilemapImpactFileConfig
for more details.
Once the file has finished loading you can access it from its Cache using its key:
this.load.tilemapImpact('level1', 'maps/Level1.json');
// and later in your game ...
var map = this.make.tilemap({ key: 'level1' });
If you have specified a prefix in the loader, via Loader.setPrefix
then this value will be prepended to this files
key. For example, if the prefix was LEVEL1.
and the key was Story
the final key will be LEVEL1.Story
and
this is what you would use to retrieve the text from the Tilemap Cache.
The URL can be relative or absolute. If the URL is relative the Loader.baseURL
and Loader.path
values will be prepended to it.
If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is "level"
and no URL is given then the Loader will set the URL to be "level.json". It will always add .json
as the extension, although
this can be overridden if using an object instead of method arguments. If you do not desire this action then provide a URL.
Note: The ability to load this type of file will only be available if the Tilemap Impact File type has been built into Phaser. It is available in the default build but can be excluded from custom builds.
The key to use for this file, or a file configuration object, or array of them.
Optional
url: stringThe absolute or relative URL to load this file from. If undefined or null
it will be set to <key>.json
, i.e. if key
was "alien" then the URL will be "alien.json".
Optional
xhrSettings: XHRSettingsObjectAn XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.
Adds a Tiled JSON Tilemap file, or array of map files, to the current load queue.
You can call this method from within your Scene's preload
, along with any other files you wish to load:
function preload ()
{
this.load.tilemapTiledJSON('level1', 'maps/Level1.json');
}
The Tilemap data is created using the Tiled Map Editor and selecting JSON as the export format.
The file is not loaded right away. It is added to a queue ready to be loaded either when the loader starts,
or if it's already running, when the next free load slot becomes available. This happens automatically if you
are calling this from within the Scene's preload
method, or a related callback. Because the file is queued
it means you cannot use the file immediately after calling this method, but must wait for the file to complete.
The typical flow for a Phaser Scene is that you load assets in the Scene's preload
method and then when the
Scene's create
method is called you are guaranteed that all of those assets are ready for use and have been
loaded.
The key must be a unique String. It is used to add the file to the global Tilemap Cache upon a successful load. The key should be unique both in terms of files being loaded and files already present in the Tilemap Cache. Loading a file using a key that is already taken will result in a warning. If you wish to replace an existing file then remove it from the Text Cache first, before loading a new one.
Instead of passing arguments you can pass a configuration object, such as:
this.load.tilemapTiledJSON({
key: 'level1',
url: 'maps/Level1.json'
});
See the documentation for Phaser.Types.Loader.FileTypes.TilemapJSONFileConfig
for more details.
Once the file has finished loading you can access it from its Cache using its key:
this.load.tilemapTiledJSON('level1', 'maps/Level1.json');
// and later in your game ...
var map = this.make.tilemap({ key: 'level1' });
If you have specified a prefix in the loader, via Loader.setPrefix
then this value will be prepended to this files
key. For example, if the prefix was LEVEL1.
and the key was Story
the final key will be LEVEL1.Story
and
this is what you would use to retrieve the text from the Tilemap Cache.
The URL can be relative or absolute. If the URL is relative the Loader.baseURL
and Loader.path
values will be prepended to it.
If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is "level"
and no URL is given then the Loader will set the URL to be "level.json". It will always add .json
as the extension, although
this can be overridden if using an object instead of method arguments. If you do not desire this action then provide a URL.
Note: The ability to load this type of file will only be available if the Tilemap JSON File type has been built into Phaser. It is available in the default build but can be excluded from custom builds.
The key to use for this file, or a file configuration object, or array of them.
Optional
url: string | objectThe absolute or relative URL to load this file from. If undefined or null
it will be set to <key>.json
, i.e. if key
was "alien" then the URL will be "alien.json". Or, a well formed JSON object.
Optional
xhrSettings: XHRSettingsObjectAn XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.
Adds a Unity YAML based Texture Atlas, or array of atlases, to the current load queue.
You can call this method from within your Scene's preload
, along with any other files you wish to load:
function preload ()
{
this.load.unityAtlas('mainmenu', 'images/MainMenu.png', 'images/MainMenu.txt');
}
The file is not loaded right away. It is added to a queue ready to be loaded either when the loader starts,
or if it's already running, when the next free load slot becomes available. This happens automatically if you
are calling this from within the Scene's preload
method, or a related callback. Because the file is queued
it means you cannot use the file immediately after calling this method, but must wait for the file to complete.
The typical flow for a Phaser Scene is that you load assets in the Scene's preload
method and then when the
Scene's create
method is called you are guaranteed that all of those assets are ready for use and have been
loaded.
If you call this from outside of preload
then you are responsible for starting the Loader afterwards and monitoring
its events to know when it's safe to use the asset. Please see the Phaser.Loader.LoaderPlugin class for more details.
Phaser expects the atlas data to be provided in a YAML formatted text file as exported from Unity.
Phaser can load all common image types: png, jpg, gif and any other format the browser can natively handle.
The key must be a unique String. It is used to add the file to the global Texture Manager upon a successful load. The key should be unique both in terms of files being loaded and files already present in the Texture Manager. Loading a file using a key that is already taken will result in a warning. If you wish to replace an existing file then remove it from the Texture Manager first, before loading a new one.
Instead of passing arguments you can pass a configuration object, such as:
this.load.unityAtlas({
key: 'mainmenu',
textureURL: 'images/MainMenu.png',
atlasURL: 'images/MainMenu.txt'
});
See the documentation for Phaser.Types.Loader.FileTypes.UnityAtlasFileConfig
for more details.
Once the atlas has finished loading you can use frames from it as textures for a Game Object by referencing its key:
this.load.unityAtlas('mainmenu', 'images/MainMenu.png', 'images/MainMenu.json');
// and later in your game ...
this.add.image(x, y, 'mainmenu', 'background');
To get a list of all available frames within an atlas please consult your Texture Atlas software.
If you have specified a prefix in the loader, via Loader.setPrefix
then this value will be prepended to this files
key. For example, if the prefix was MENU.
and the key was Background
the final key will be MENU.Background
and
this is what you would use to retrieve the image from the Texture Manager.
The URL can be relative or absolute. If the URL is relative the Loader.baseURL
and Loader.path
values will be prepended to it.
If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is "alien"
and no URL is given then the Loader will set the URL to be "alien.png". It will always add .png
as the extension, although
this can be overridden if using an object instead of method arguments. If you do not desire this action then provide a URL.
Phaser also supports the automatic loading of associated normal maps. If you have a normal map to go with this image,
then you can specify it by providing an array as the url
where the second element is the normal map:
this.load.unityAtlas('mainmenu', [ 'images/MainMenu.png', 'images/MainMenu-n.png' ], 'images/MainMenu.txt');
Or, if you are using a config object use the normalMap
property:
this.load.unityAtlas({
key: 'mainmenu',
textureURL: 'images/MainMenu.png',
normalMap: 'images/MainMenu-n.png',
atlasURL: 'images/MainMenu.txt'
});
The normal map file is subject to the same conditions as the image file with regard to the path, baseURL, CORs and XHR Settings. Normal maps are a WebGL only feature.
Note: The ability to load this type of file will only be available if the Unity Atlas File type has been built into Phaser. It is available in the default build but can be excluded from custom builds.
The key to use for this file, or a file configuration object, or array of them.
Optional
textureURL: string | string[]The absolute or relative URL to load the texture image file from. If undefined or null
it will be set to <key>.png
, i.e. if key
was "alien" then the URL will be "alien.png".
Optional
atlasURL: stringThe absolute or relative URL to load the texture atlas data file from. If undefined or null
it will be set to <key>.txt
, i.e. if key
was "alien" then the URL will be "alien.txt".
Optional
textureXhrSettings: XHRSettingsObjectAn XHR Settings configuration object for the atlas image file. Used in replacement of the Loaders default XHR Settings.
Optional
atlasXhrSettings: XHRSettingsObjectAn XHR Settings configuration object for the atlas data file. Used in replacement of the Loaders default XHR Settings.
Adds a Video file, or array of video files, to the current load queue.
You can call this method from within your Scene's preload
, along with any other files you wish to load:
function preload ()
{
this.load.video('intro', [ 'video/level1.mp4', 'video/level1.webm', 'video/level1.mov' ]);
}
The file is not loaded right away. It is added to a queue ready to be loaded either when the loader starts,
or if it's already running, when the next free load slot becomes available. This happens automatically if you
are calling this from within the Scene's preload
method, or a related callback. Because the file is queued
it means you cannot use the file immediately after calling this method, but must wait for the file to complete.
The typical flow for a Phaser Scene is that you load assets in the Scene's preload
method and then when the
Scene's create
method is called you are guaranteed that all of those assets are ready for use and have been
loaded.
The key must be a unique String. It is used to add the file to the global Video Cache upon a successful load. The key should be unique both in terms of files being loaded and files already present in the Video Cache. Loading a file using a key that is already taken will result in a warning. If you wish to replace an existing file then remove it from the Video Cache first, before loading a new one.
Instead of passing arguments you can pass a configuration object, such as:
this.load.video({
key: 'intro',
url: [ 'video/level1.mp4', 'video/level1.webm', 'video/level1.mov' ],
noAudio: true
});
See the documentation for Phaser.Types.Loader.FileTypes.VideoFileConfig
for more details.
The URLs can be relative or absolute. If the URLs are relative the Loader.baseURL
and Loader.path
values will be prepended to them.
Due to different browsers supporting different video file types you should usually provide your video files in a variety of formats. mp4, mov and webm are the most common. If you provide an array of URLs then the Loader will determine which one file to load based on browser support, starting with the first in the array and progressing to the end.
Unlike most asset-types, videos do not need to be preloaded. You can create a Video Game Object and then call its loadURL
method,
to load a video at run-time, rather than in advance.
Note: The ability to load this type of file will only be available if the Video File type has been built into Phaser. It is available in the default build but can be excluded from custom builds.
The key to use for this file, or a file configuration object, or array of them.
Optional
urls: string | string[] | VideoFileURLConfig | VideoFileURLConfig[]The absolute or relative URL to load the video files from.
Optional
noAudio: booleanDoes the video have an audio track? If not you can enable auto-playing on it. Default false.
Adds an XML file, or array of XML files, to the current load queue.
You can call this method from within your Scene's preload
, along with any other files you wish to load:
function preload ()
{
this.load.xml('wavedata', 'files/AlienWaveData.xml');
}
The file is not loaded right away. It is added to a queue ready to be loaded either when the loader starts,
or if it's already running, when the next free load slot becomes available. This happens automatically if you
are calling this from within the Scene's preload
method, or a related callback. Because the file is queued
it means you cannot use the file immediately after calling this method, but must wait for the file to complete.
The typical flow for a Phaser Scene is that you load assets in the Scene's preload
method and then when the
Scene's create
method is called you are guaranteed that all of those assets are ready for use and have been
loaded.
The key must be a unique String. It is used to add the file to the global XML Cache upon a successful load. The key should be unique both in terms of files being loaded and files already present in the XML Cache. Loading a file using a key that is already taken will result in a warning. If you wish to replace an existing file then remove it from the XML Cache first, before loading a new one.
Instead of passing arguments you can pass a configuration object, such as:
this.load.xml({
key: 'wavedata',
url: 'files/AlienWaveData.xml'
});
See the documentation for Phaser.Types.Loader.FileTypes.XMLFileConfig
for more details.
Once the file has finished loading you can access it from its Cache using its key:
this.load.xml('wavedata', 'files/AlienWaveData.xml');
// and later in your game ...
var data = this.cache.xml.get('wavedata');
If you have specified a prefix in the loader, via Loader.setPrefix
then this value will be prepended to this files
key. For example, if the prefix was LEVEL1.
and the key was Waves
the final key will be LEVEL1.Waves
and
this is what you would use to retrieve the text from the XML Cache.
The URL can be relative or absolute. If the URL is relative the Loader.baseURL
and Loader.path
values will be prepended to it.
If the URL isn't specified the Loader will take the key and create a filename from that. For example if the key is "data"
and no URL is given then the Loader will set the URL to be "data.xml". It will always add .xml
as the extension, although
this can be overridden if using an object instead of method arguments. If you do not desire this action then provide a URL.
Note: The ability to load this type of file will only be available if the XML File type has been built into Phaser. It is available in the default build but can be excluded from custom builds.
The key to use for this file, or a file configuration object, or array of them.
Optional
url: stringThe absolute or relative URL to load this file from. If undefined or null
it will be set to <key>.xml
, i.e. if key
was "alien" then the URL will be "alien.xml".
Optional
xhrSettings: XHRSettingsObjectAn XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.
If you want to append a URL before the path of any asset you can set this here.
Useful if allowing the asset base url to be configured outside of the game code.
If you set this property directly then it must end with a "/". Alternatively, call
setBaseURL()
and it'll do it for you.