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phaser-multires

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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.

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<!DOCTYPE html> <html lang="en"> <head> <meta charset="utf-8"> <title>Phaser Source: src/loader/Loader.js</title> <!--[if lt IE 9]> <script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script> <![endif]--> <link type="text/css" rel="stylesheet" href="styles/default.css"> <link type="text/css" rel="stylesheet" href="styles/sunlight.default.css"> <link type="text/css" rel="stylesheet" href="styles/site.cerulean.css"> </head> <body> <div class="container-fluid"> <div class="navbar navbar-fixed-top navbar-inverse"> <div style="position: absolute; width: 143px; height: 31px; right: 10px; top: 10px; z-index: 1050"><a href="http://phaser.io"><img src="img/phaser.png" border="0" /></a></div> <div class="navbar-inner"> <a class="brand" href="index.html">Phaser API</a> <ul class="nav"> <li class="dropdown"> <a href="namespaces.list.html" class="dropdown-toggle" data-toggle="dropdown">Namespaces<b class="caret"></b></a> <ul class="dropdown-menu "> <li class="class-depth-0"> <a href="Phaser.html">Phaser</a> </li> <li class="class-depth-0"> <a href="Phaser.KeyCode.html">KeyCode</a> </li> <li class="class-depth-0"> <a href="PIXI.html">PIXI</a> </li> </ul> </li> <li class="dropdown"> <a href="classes.list.html" class="dropdown-toggle" data-toggle="dropdown">Classes<b class="caret"></b></a> <ul class="dropdown-menu "> <li class="class-depth-1"> <a href="Phaser.Animation.html">Animation</a> </li> <li class="class-depth-1"> <a href="Phaser.AnimationManager.html">AnimationManager</a> </li> <li class="class-depth-1"> <a href="Phaser.AnimationParser.html">AnimationParser</a> </li> <li class="class-depth-1"> <a href="Phaser.ArraySet.html">ArraySet</a> </li> <li class="class-depth-1"> <a href="Phaser.ArrayUtils.html">ArrayUtils</a> </li> <li class="class-depth-1"> <a href="Phaser.AudioSprite.html">AudioSprite</a> </li> <li class="class-depth-1"> <a href="Phaser.BitmapData.html">BitmapData</a> </li> <li class="class-depth-1"> <a href="Phaser.BitmapText.html">BitmapText</a> </li> <li class="class-depth-1"> <a href="Phaser.Bullet.html">Bullet</a> </li> <li class="class-depth-1"> <a href="Phaser.Button.html">Button</a> </li> <li class="class-depth-1"> <a href="Phaser.Cache.html">Cache</a> </li> <li class="class-depth-1"> <a href="Phaser.Camera.html">Camera</a> </li> <li class="class-depth-1"> <a href="Phaser.Canvas.html">Canvas</a> </li> <li class="class-depth-1"> <a href="Phaser.Circle.html">Circle</a> </li> <li class="class-depth-1"> <a href="Phaser.Color.html">Color</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Angle.html">Angle</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Animation.html">Animation</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.AutoCull.html">AutoCull</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Bounds.html">Bounds</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.BringToTop.html">BringToTop</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Core.html">Core</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Crop.html">Crop</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Delta.html">Delta</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Destroy.html">Destroy</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.FixedToCamera.html">FixedToCamera</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Health.html">Health</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.InCamera.html">InCamera</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.InputEnabled.html">InputEnabled</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.InWorld.html">InWorld</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.LifeSpan.html">LifeSpan</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.LoadTexture.html">LoadTexture</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Overlap.html">Overlap</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.PhysicsBody.html">PhysicsBody</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Reset.html">Reset</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.ScaleMinMax.html">ScaleMinMax</a> </li> <li class="class-depth-2"> <a href="Phaser.Component.Smoothed.html">Smoothed</a> </li> <li class="class-depth-1"> <a href="Phaser.Create.html">Create</a> </li> <li class="class-depth-1"> <a href="Phaser.Creature.html">Creature</a> </li> <li class="class-depth-1"> <a href="Phaser.Device.html">Device</a> </li> <li class="class-depth-1"> <a href="Phaser.DeviceButton.html">DeviceButton</a> </li> <li class="class-depth-1"> <a href="Phaser.DOM.html">DOM</a> </li> <li class="class-depth-1"> <a href="Phaser.Easing.html">Easing</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Back.html">Back</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Bounce.html">Bounce</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Circular.html">Circular</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Cubic.html">Cubic</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Elastic.html">Elastic</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Exponential.html">Exponential</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Linear.html">Linear</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Quadratic.html">Quadratic</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Quartic.html">Quartic</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Quintic.html">Quintic</a> </li> <li class="class-depth-2"> <a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a> </li> <li class="class-depth-1"> <a href="Phaser.Ellipse.html">Ellipse</a> </li> <li class="class-depth-1"> <a href="Phaser.Events.html">Events</a> </li> <li class="class-depth-1"> <a href="Phaser.Filter.html">Filter</a> </li> <li class="class-depth-1"> <a href="Phaser.FlexGrid.html">FlexGrid</a> </li> <li class="class-depth-1"> <a href="Phaser.FlexLayer.html">FlexLayer</a> </li> <li class="class-depth-1"> <a href="Phaser.Frame.html">Frame</a> </li> <li class="class-depth-1"> <a href="Phaser.FrameData.html">FrameData</a> </li> <li class="class-depth-1"> <a href="Phaser.Game.html">Game</a> </li> <li class="class-depth-1"> <a href="Phaser.GameObjectCreator.html">GameObjectCreator</a> </li> <li class="class-depth-1"> <a href="Phaser.GameObjectFactory.html">GameObjectFactory</a> </li> <li class="class-depth-1"> <a href="Phaser.Gamepad.html">Gamepad</a> </li> <li class="class-depth-1"> <a href="Phaser.Graphics.html">Graphics</a> </li> <li class="class-depth-1"> <a href="Phaser.Group.html">Group</a> </li> <li class="class-depth-1"> <a href="Phaser.Image.html">Image</a> </li> <li class="class-depth-1"> <a href="Phaser.ImageCollection.html">ImageCollection</a> </li> <li class="class-depth-1"> <a href="Phaser.Input.html">Input</a> </li> <li class="class-depth-1"> <a href="Phaser.InputHandler.html">InputHandler</a> </li> <li class="class-depth-1"> <a href="Phaser.Key.html">Key</a> </li> <li class="class-depth-1"> <a href="Phaser.Keyboard.html">Keyboard</a> </li> <li class="class-depth-1"> <a href="Phaser.Line.html">Line</a> </li> <li class="class-depth-1"> <a href="Phaser.LinkedList.html">LinkedList</a> </li> <li class="class-depth-1"> <a href="Phaser.Loader.html">Loader</a> </li> <li class="class-depth-1"> <a href="Phaser.LoaderParser.html">LoaderParser</a> </li> <li class="class-depth-1"> <a href="Phaser.Math.html">Math</a> </li> <li class="class-depth-1"> <a href="Phaser.Matrix.html">Matrix</a> </li> <li class="class-depth-1"> <a href="Phaser.Mouse.html">Mouse</a> </li> <li class="class-depth-1"> <a href="Phaser.MSPointer.html">MSPointer</a> </li> <li class="class-depth-1"> <a href="Phaser.Net.html">Net</a> </li> <li class="class-depth-1"> <a href="Phaser.Particle.html">Particle</a> </li> <li class="class-depth-1"> <a href="Phaser.Particles.html">Particles</a> </li> <li class="class-depth-2"> <a href="Phaser.Particles.Arcade.html">Arcade</a> </li> <li class="class-depth-3"> <a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a> </li> <li class="class-depth-1"> <a href="Phaser.Physics.html">Physics</a> </li> <li class="class-depth-2"> <a href="Phaser.Physics.Arcade.html">Arcade</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.Arcade.Body.html">Body</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.Arcade.TilemapCollision.html">TilemapCollision</a> </li> <li class="class-depth-2"> <a href="Phaser.Physics.Ninja.html">Ninja</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.Ninja.AABB.html">AABB</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.Ninja.Body.html">Body</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.Ninja.Circle.html">Circle</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.Ninja.Tile.html">Tile</a> </li> <li class="class-depth-2"> <a href="Phaser.Physics.P2.html">P2</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.Body.html">Body</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.BodyDebug.html">BodyDebug</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.DistanceConstraint.html">DistanceConstraint</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.FixtureList.html">FixtureList</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.GearConstraint.html">GearConstraint</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.InversePointProxy.html">InversePointProxy</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.LockConstraint.html">LockConstraint</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.Material.html">Material</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.PointProxy.html">PointProxy</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.RevoluteConstraint.html">RevoluteConstraint</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.RotationalSpring.html">RotationalSpring</a> </li> <li class="class-depth-3"> <a href="Phaser.Physics.P2.Spring.html">Spring</a> </li> <li class="class-depth-1"> <a href="Phaser.Plugin.html">Plugin</a> </li> <li class="class-depth-1"> <a href="Phaser.PluginManager.html">PluginManager</a> </li> <li class="class-depth-1"> <a href="Phaser.Point.html">Point</a> </li> <li class="class-depth-1"> <a href="Phaser.Pointer.html">Pointer</a> </li> <li class="class-depth-1"> <a href="Phaser.PointerMode.html">PointerMode</a> </li> <li class="class-depth-1"> <a href="Phaser.Polygon.html">Polygon</a> </li> <li class="class-depth-1"> <a href="Phaser.QuadTree.html">QuadTree</a> </li> <li class="class-depth-1"> <a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a> </li> <li class="class-depth-1"> <a href="Phaser.Rectangle.html">Rectangle</a> </li> <li class="class-depth-1"> <a href="Phaser.RenderTexture.html">RenderTexture</a> </li> <li class="class-depth-1"> <a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a> </li> <li class="class-depth-1"> <a href="Phaser.RetroFont.html">RetroFont</a> </li> <li class="class-depth-1"> <a href="Phaser.Rope.html">Rope</a> </li> <li class="class-depth-1"> <a href="Phaser.RoundedRectangle.html">RoundedRectangle</a> </li> <li class="class-depth-1"> <a href="Phaser.ScaleManager.html">ScaleManager</a> </li> <li class="class-depth-1"> <a href="Phaser.Signal.html">Signal</a> </li> <li class="class-depth-1"> <a href="Phaser.SignalBinding.html">SignalBinding</a> </li> <li class="class-depth-1"> <a href="Phaser.SinglePad.html">SinglePad</a> </li> <li class="class-depth-1"> <a href="Phaser.Sound.html">Sound</a> </li> <li class="class-depth-1"> <a href="Phaser.SoundManager.html">SoundManager</a> </li> <li class="class-depth-1"> <a href="Phaser.Sprite.html">Sprite</a> </li> <li class="class-depth-1"> <a href="Phaser.SpriteBatch.html">SpriteBatch</a> </li> <li class="class-depth-1"> <a href="Phaser.Stage.html">Stage</a> </li> <li class="class-depth-1"> <a href="Phaser.State.html">State</a> </li> <li class="class-depth-1"> <a href="Phaser.StateManager.html">StateManager</a> </li> <li class="class-depth-1"> <a href="Phaser.Text.html">Text</a> </li> <li class="class-depth-1"> <a href="Phaser.Tile.html">Tile</a> </li> <li class="class-depth-1"> <a href="Phaser.Tilemap.html">Tilemap</a> </li> <li class="class-depth-1"> <a href="Phaser.TilemapLayer.html">TilemapLayer</a> </li> <li class="class-depth-1"> <a href="Phaser.TilemapParser.html">TilemapParser</a> </li> <li class="class-depth-1"> <a href="Phaser.Tileset.html">Tileset</a> </li> <li class="class-depth-1"> <a href="Phaser.TileSprite.html">TileSprite</a> </li> <li class="class-depth-1"> <a href="Phaser.Time.html">Time</a> </li> <li class="class-depth-1"> <a href="Phaser.Timer.html">Timer</a> </li> <li class="class-depth-1"> <a href="Phaser.TimerEvent.html">TimerEvent</a> </li> <li class="class-depth-1"> <a href="Phaser.Touch.html">Touch</a> </li> <li class="class-depth-1"> <a href="Phaser.Tween.html">Tween</a> </li> <li class="class-depth-1"> <a href="Phaser.TweenData.html">TweenData</a> </li> <li class="class-depth-1"> <a href="Phaser.TweenManager.html">TweenManager</a> </li> <li class="class-depth-1"> <a href="Phaser.Utils.html">Utils</a> </li> <li class="class-depth-2"> <a href="Phaser.Utils.Debug.html">Debug</a> </li> <li class="class-depth-1"> <a href="Phaser.Video.html">Video</a> </li> <li class="class-depth-1"> <a href="Phaser.Weapon.html">Weapon</a> </li> <li class="class-depth-1"> <a href="Phaser.World.html">World</a> </li> <li class="class-depth-1"> <a href="PIXI.AbstractFilter.html">AbstractFilter</a> </li> <li class="class-depth-1"> <a href="PIXI.BaseTexture.html">BaseTexture</a> </li> <li class="class-depth-1"> <a href="PIXI.CanvasBuffer.html">CanvasBuffer</a> </li> <li class="class-depth-1"> <a href="PIXI.CanvasGraphics.html">CanvasGraphics</a> </li> <li class="class-depth-1"> <a href="PIXI.CanvasMaskManager.html">CanvasMaskManager</a> </li> <li class="class-depth-1"> <a href="PIXI.CanvasPool.html">CanvasPool</a> </li> <li class="class-depth-1"> <a href="PIXI.CanvasRenderer.html">CanvasRenderer</a> </li> <li class="class-depth-1"> <a href="PIXI.CanvasTinter.html">CanvasTinter</a> </li> <li class="class-depth-1"> <a href="PIXI.ComplexPrimitiveShader.html">ComplexPrimitiveShader</a> </li> <li class="class-depth-1"> <a href="PIXI.DisplayObject.html">DisplayObject</a> </li> <li class="class-depth-1"> <a href="PIXI.DisplayObjectContainer.html">DisplayObjectContainer</a> </li> <li class="class-depth-1"> <a href="PIXI.EarCut.html">EarCut</a> </li> <li class="class-depth-1"> <a href="PIXI.Event.html">Event</a> </li> <li class="class-depth-1"> <a href="PIXI.EventTarget.html">EventTarget</a> </li> <li class="class-depth-1"> <a href="PIXI.FilterTexture.html">FilterTexture</a> </li> <li class="class-depth-1"> <a href="PIXI.Graphics.html">Graphics</a> </li> <li class="class-depth-1"> <a href="PIXI.GraphicsData.html">GraphicsData</a> </li> <li class="class-depth-1"> <a href="PIXI.PIXI.html">PIXI</a> </li> <li class="class-depth-1"> <a href="PIXI.PixiFastShader.html">PixiFastShader</a> </li> <li class="class-depth-1"> <a href="PIXI.PixiShader.html">PixiShader</a> </li> <li class="class-depth-1"> <a href="PIXI.PolyK.html">PolyK</a> </li> <li class="class-depth-1"> <a href="PIXI.PrimitiveShader.html">PrimitiveShader</a> </li> <li class="class-depth-1"> <a href="PIXI.RenderTexture.html">RenderTexture</a> </li> <li class="class-depth-1"> <a href="PIXI.Rope.html">Rope</a> </li> <li class="class-depth-1"> <a href="PIXI.Sprite.html">Sprite</a> </li> <li class="class-depth-1"> <a href="PIXI.SpriteBatch.html">SpriteBatch</a> </li> <li class="class-depth-1"> <a href="PIXI.Strip.html">Strip</a> </li> <li class="class-depth-1"> <a href="PIXI.StripShader.html">StripShader</a> </li> <li class="class-depth-1"> <a href="PIXI.Texture.html">Texture</a> </li> <li class="class-depth-1"> <a href="PIXI.TilingSprite.html">TilingSprite</a> </li> <li class="class-depth-1"> <a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a> </li> <li class="class-depth-1"> <a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a> </li> <li class="class-depth-1"> <a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a> </li> <li class="class-depth-1"> <a href="PIXI.WebGLRenderer.html">WebGLRenderer</a> </li> </ul> </li> <li class="dropdown"> <a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b class="caret"></b></a> <ul class="dropdown-menu "> <li class="class-depth-0"> <a href="global.html#ANGLE_DOWN">ANGLE_DOWN</a> </li> <li class="class-depth-0"> <a href="global.html#ANGLE_LEFT">ANGLE_LEFT</a> </li> <li class="class-depth-0"> <a href="global.html#ANGLE_NORTH_EAST">ANGLE_NORTH_EAST</a> </li> <li class="class-depth-0"> <a href="global.html#ANGLE_NORTH_WEST">ANGLE_NORTH_WEST</a> </li> <li class="class-depth-0"> <a href="global.html#ANGLE_RIGHT">ANGLE_RIGHT</a> </li> <li class="class-depth-0"> <a href="global.html#ANGLE_SOUTH_EAST">ANGLE_SOUTH_EAST</a> </li> <li class="class-depth-0"> <a href="global.html#ANGLE_SOUTH_WEST">ANGLE_SOUTH_WEST</a> </li> <li class="class-depth-0"> <a href="global.html#ANGLE_UP">ANGLE_UP</a> </li> <li class="class-depth-0"> <a href="global.html#AUTO">AUTO</a> </li> <li 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href="global.html#displayList">displayList</a> </li> <li class="class-depth-0"> <a href="global.html#DOWN">DOWN</a> </li> <li class="class-depth-0"> <a href="global.html#ELLIPSE">ELLIPSE</a> </li> <li class="class-depth-0"> <a href="global.html#EMITTER">EMITTER</a> </li> <li class="class-depth-0"> <a href="global.html#GAMES">GAMES</a> </li> <li class="class-depth-0"> <a href="global.html#GRAPHICS">GRAPHICS</a> </li> <li class="class-depth-0"> <a href="global.html#GROUP">GROUP</a> </li> <li class="class-depth-0"> <a href="global.html#HEADLESS">HEADLESS</a> </li> <li class="class-depth-0"> <a href="global.html#HORIZONTAL">HORIZONTAL</a> </li> <li class="class-depth-0"> <a href="global.html#IMAGE">IMAGE</a> </li> <li class="class-depth-0"> <a href="global.html#intersectsRectangle">intersectsRectangle</a> </li> <li class="class-depth-0"> <a href="global.html#LANDSCAPE">LANDSCAPE</a> </li> <li class="class-depth-0"> <a href="global.html#LEFT">LEFT</a> </li> <li class="class-depth-0"> <a 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href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a></li> <li class="class-depth-2"><a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a></li> <li class="class-depth-1"><a href="Phaser.Physics.Ninja.html">Ninja Physics</a></li> <li class="class-depth-2"><a href="Phaser.Physics.Body.html">Body</a></li> </ul> </li> <li class="dropdown"> <a href="#" class="dropdown-toggle" data-toggle="dropdown">Input<b class="caret"></b></a> <ul class="dropdown-menu "> <li class="class-depth-1"><a href="Phaser.InputHandler.html">Input Handler</a></li> <li class="class-depth-1"><a href="Phaser.Pointer.html">Pointer</a></li> <li class="class-depth-1"><a href="Phaser.DeviceButton.html">Device Button</a></li> <li class="class-depth-1"><a href="Phaser.Mouse.html">Mouse</a></li> <li class="class-depth-1"><a href="Phaser.Keyboard.html">Keyboard</a></li> <li class="class-depth-1"><a href="Phaser.Key.html">Key</a></li> <li class="class-depth-1"><a href="Phaser.Gamepad.html">Gamepad</a></li> </ul> </li> <li class="dropdown"> <a href="#" class="dropdown-toggle" data-toggle="dropdown">Community<b class="caret"></b></a> <ul class="dropdown-menu "> <li class="class-depth-1"><a href="http://phaser.io">Phaser Web Site</a></li> <li class="class-depth-1"><a href="https://github.com/photonstorm/phaser">Phaser Github</a></li> <li class="class-depth-1"><a href="http://phaser.io/examples">Phaser Examples</a></li> <li class="class-depth-1"><a href="https://github.com/photonstorm/phaser-plugins">Phaser Plugins</a></li> <li class="class-depth-1"><a href="http://www.html5gamedevs.com/forum/14-phaser/">Forum</a></li> <li class="class-depth-1"><a href="http://stackoverflow.com/questions/tagged/phaser-framework">Stack Overflow</a></li> <li class="class-depth-1"><a href="http://phaser.io/learn">Tutorials</a></li> <li class="class-depth-1"><a href="http://phaser.io/community/newsletter">Newsletter</a></li> <li class="class-depth-1"><a href="http://phaser.io/community/twitter">Twitter</a></li> <li class="class-depth-1"><a href="http://phaser.io/community/slack">Slack</a></li> <li class="class-depth-1"><a href="http://phaser.io/community/donate">Donate</a></li> <li class="class-depth-1"><a href="https://www.codeandweb.com/texturepacker/phaser">Texture Packer</a></li> </ul> </li> </ul> </div> </div> <div class="row-fluid"> <div class="span12"> <div id="main"> <h1 class="page-title">Source: src/loader/Loader.js</h1> <section> <article> <pre class="sunlight-highlight-javascript linenums">/* jshint wsh:true */ /** * @author Richard Davey &lt;rich@photonstorm.com> * @copyright 2016 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * The Loader handles loading all external content such as Images, Sounds, Texture Atlases and data files. * * The loader uses a combination of tag loading (eg. Image elements) and XHR and provides progress and completion callbacks. * * Parallel loading (see {@link #enableParallel}) is supported and enabled by default. * Load-before behavior of parallel resources is controlled by synchronization points as discussed in {@link #withSyncPoint}. * * Texture Atlases can be created with tools such as [Texture Packer](https://www.codeandweb.com/texturepacker/phaser) and * [Shoebox](http://renderhjs.net/shoebox/) * * @class Phaser.Loader * @param {Phaser.Game} game - A reference to the currently running game. */ Phaser.Loader = function (game) { /** * Local reference to game. * @property {Phaser.Game} game * @protected */ this.game = game; /** * Local reference to the Phaser.Cache. * @property {Phaser.Cache} cache * @protected */ this.cache = game.cache; /** * If true all calls to Loader.reset will be ignored. Useful if you need to create a load queue before swapping to a preloader state. * @property {boolean} resetLocked * @default */ this.resetLocked = false; /** * True if the Loader is in the process of loading the queue. * @property {boolean} isLoading * @default */ this.isLoading = false; /** * True if all assets in the queue have finished loading. * @property {boolean} hasLoaded * @default */ this.hasLoaded = false; /** * You can optionally link a progress sprite with {@link Phaser.Loader#setPreloadSprite setPreloadSprite}. * * This property is an object containing: sprite, rect, direction, width and height * * @property {?object} preloadSprite * @protected */ this.preloadSprite = null; /** * The crossOrigin value applied to loaded images. Very often this needs to be set to 'anonymous'. * @property {boolean|string} crossOrigin * @default */ this.crossOrigin = false; /** * 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. * The string _must_ end with a "/". * * @property {string} baseURL */ this.baseURL = ''; /** * The value of `path`, if set, is placed before any _relative_ file path given. For example: * * `load.path = "images/sprites/"; * load.image("ball", "ball.png"); * load.image("tree", "level1/oaktree.png"); * 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.) * * The string _must_ end with a "/". * * @property {string} path */ this.path = ''; /** * This event is dispatched when the loading process starts: before the first file has been requested, * but after all the initial packs have been loaded. * * @property {Phaser.Signal} onLoadStart */ this.onLoadStart = new Phaser.Signal(); /** * This event is dispatched when the final file in the load queue has either loaded or failed. * * @property {Phaser.Signal} onLoadComplete */ this.onLoadComplete = new Phaser.Signal(); /** * This event is dispatched when an asset pack has either loaded or failed to load. * * This is called when the asset pack manifest file has loaded and successfully added its contents to the loader queue. * * Params: `(pack key, success?, total packs loaded, total packs)` * * @property {Phaser.Signal} onPackComplete */ this.onPackComplete = new Phaser.Signal(); /** * This event is dispatched immediately before a file starts loading. * It's possible the file may fail (eg. download error, invalid format) after this event is sent. * * Params: `(progress, file key, file url)` * * @property {Phaser.Signal} onFileStart */ this.onFileStart = new Phaser.Signal(); /** * This event is dispatched when a file has either loaded or failed to load. * * Any function bound to this will receive the following parameters: * * progress, file key, success?, total loaded files, total files * * Where progress is a number between 1 and 100 (inclusive) representing the percentage of the load. * * @property {Phaser.Signal} onFileComplete */ this.onFileComplete = new Phaser.Signal(); /** * This event is dispatched when a file (or pack) errors as a result of the load request. * * For files it will be triggered before `onFileComplete`. For packs it will be triggered before `onPackComplete`. * * Params: `(file key, file)` * * @property {Phaser.Signal} onFileError */ this.onFileError = new Phaser.Signal(); /** * If true and if the browser supports XDomainRequest, it will be used in preference for XHR. * * This is only relevant for IE 9 and should _only_ be enabled for IE 9 clients when required by the server/CDN. * * @property {boolean} useXDomainRequest * @deprecated This is only relevant for IE 9. */ this.useXDomainRequest = false; /** * @private * @property {boolean} _warnedAboutXDomainRequest - Control number of warnings for using XDR outside of IE 9. */ this._warnedAboutXDomainRequest = false; /** * If true (the default) then parallel downloading will be enabled. * * To disable all parallel downloads this must be set to false prior to any resource being loaded. * * @property {boolean} enableParallel */ this.enableParallel = true; /** * The number of concurrent / parallel resources to try and fetch at once. * * Many current browsers limit 6 requests per domain; this is slightly conservative. * * @property {integer} maxParallelDownloads * @protected */ this.maxParallelDownloads = 4; /** * A counter: if more than zero, files will be automatically added as a synchronization point. * @property {integer} _withSyncPointDepth; */ this._withSyncPointDepth = 0; /** * Contains all the information for asset files (including packs) to load. * * File/assets are only removed from the list after all loading completes. * * @property {file[]} _fileList * @private */ this._fileList = []; /** * Inflight files (or packs) that are being fetched/processed. * * This means that if there are any files in the flight queue there should still be processing * going on; it should only be empty before or after loading. * * The files in the queue may have additional properties added to them, * including `requestObject` which is normally the associated XHR. * * @property {file[]} _flightQueue * @private */ this._flightQueue = []; /** * The offset into the fileList past all the complete (loaded or error) entries. * * @property {integer} _processingHead * @private */ this._processingHead = 0; /** * True when the first file (not pack) has loading started. * This used to to control dispatching `onLoadStart` which happens after any initial packs are loaded. * * @property {boolean} _initialPacksLoaded * @private */ this._fileLoadStarted = false; /** * Total packs seen - adjusted when a pack is added. * @property {integer} _totalPackCount * @private */ this._totalPackCount = 0; /** * Total files seen - adjusted when a file is added. * @property {integer} _totalFileCount * @private */ this._totalFileCount = 0; /** * Total packs loaded - adjusted just prior to `onPackComplete`. * @property {integer} _loadedPackCount * @private */ this._loadedPackCount = 0; /** * Total files loaded - adjusted just prior to `onFileComplete`. * @property {integer} _loadedFileCount * @private */ this._loadedFileCount = 0; }; /** * @constant * @type {number} */ Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY = 0; /** * @constant * @type {number} */ Phaser.Loader.TEXTURE_ATLAS_JSON_HASH = 1; /** * @constant * @type {number} */ Phaser.Loader.TEXTURE_ATLAS_XML_STARLING = 2; /** * @constant * @type {number} */ Phaser.Loader.PHYSICS_LIME_CORONA_JSON = 3; /** * @constant * @type {number} */ Phaser.Loader.PHYSICS_PHASER_JSON = 4; /** * @constant * @type {number} */ Phaser.Loader.TEXTURE_ATLAS_JSON_PYXEL = 5; Phaser.Loader.prototype = { /** * Set a Sprite to be a "preload" sprite by passing it to this method. * * A "preload" sprite will have its width or height crop adjusted based on the percentage of the loader in real-time. * This allows you to easily make loading bars for games. * * The sprite will automatically be made visible when calling this. * * @method Phaser.Loader#setPreloadSprite * @param {Phaser.Sprite|Phaser.Image} sprite - The sprite or image that will be cropped during the load. * @param {number} [direction=0] - A value of zero means the sprite will be cropped horizontally, a value of 1 means its will be cropped vertically. */ setPreloadSprite: function (sprite, direction) { direction = direction || 0; this.preloadSprite = { sprite: sprite, direction: direction, width: sprite.width, height: sprite.height, rect: null }; if (direction === 0) { // Horizontal rect this.preloadSprite.rect = new Phaser.Rectangle(0, 0, 1, sprite.height); } else { // Vertical rect this.preloadSprite.rect = new Phaser.Rectangle(0, 0, sprite.width, 1); } sprite.crop(this.preloadSprite.rect); sprite.visible = true; }, /** * Called automatically by ScaleManager when the game resizes in RESIZE scalemode. * * This can be used to adjust the preloading sprite size, eg. * * @method Phaser.Loader#resize * @protected */ resize: function () { if (this.preloadSprite &amp;&amp; this.preloadSprite.height !== this.preloadSprite.sprite.height) { this.preloadSprite.rect.height = this.preloadSprite.sprite.height; } }, /** * Check whether a file/asset with a specific key is queued to be loaded. * * To access a loaded asset use Phaser.Cache, eg. {@link Phaser.Cache#checkImageKey} * * @method Phaser.Loader#checkKeyExists * @param {string} type - The type asset you want to check. * @param {string} key - Key of the asset you want to check. * @return {boolean} Return true if exists, otherwise return false. */ checkKeyExists: function (type, key) { return this.getAssetIndex(type, key) > -1; }, /** * Get the queue-index of the file/asset with a specific key. * * Only assets in the download file queue will be found. * * @method Phaser.Loader#getAssetIndex * @param {string} type - The type asset you want to check. * @param {string} key - Key of the asset you want to check. * @return {number} The index of this key in the filelist, or -1 if not found. * The index may change and should only be used immediately following this call */ getAssetIndex: function (type, key) { var bestFound = -1; for (var i = 0; i &lt; this._fileList.length; i++) { var file = this._fileList[i]; if (file.type === type &amp;&amp; file.key === key) { bestFound = i; // An already loaded/loading file may be superceded. if (!file.loaded &amp;&amp; !file.loading) { break; } } } return bestFound; }, /** * Find a file/asset with a specific key. * * Only assets in the download file queue will be found. * * @method Phaser.Loader#getAsset * @param {string} type - The type asset you want to check. * @param {string} key - Key of the asset you want to check. * @return {any} Returns an object if found that has 2 properties: `index` and `file`; otherwise a non-true value is returned. * The index may change and should only be used immediately following this call. */ getAsset: function (type, key) { var fileIndex = this.getAssetIndex(type, key); if (fileIndex > -1) { return { index: fileIndex, file: this._fileList[fileIndex] }; } return false; }, /** * Reset the loader and clear any queued assets. If `Loader.resetLocked` is true this operation will abort. * * This will abort any loading and clear any queued assets. * * Optionally you can clear any associated events. * * @met