# Class default

#### Hierarchy

- LoaderPlugin
  - default

- Defined in src/plugins/cache-busted-loader-plugin.ts:3

#####
Index

### Constructors

constructor

### Properties

baseURL
cacheManager
crossOrigin
imageLoadType
inflight
list
localSchemes
maxParallelDownloads
path
prefix
progress
queue
scene
sceneManager
state
systems
textureManager
totalComplete
totalFailed
totalToLoad
xhr

### Accessors

manifest

### Methods

addFile
addListener
addPack
animation
aseprite
atlas
atlasXML
audio
audioSprite
binary
bitmapFont
css
destroy
emit
eventNames
fileProcessComplete
flagForRemoval
glsl
html
htmlTexture
image
isLoading
isReady
json
keyExists
listenerCount
listeners
loadComplete
multiatlas
nextFile
obj
off
on
once
pack
plugin
removeAllListeners
removeListener
reset
save
saveJSON
sceneFile
scenePlugin
script
scripts
setBaseURL
setCORS
setPath
setPrefix
shutdown
spritesheet
start
svg
text
texture
tilemapCSV
tilemapImpact
tilemapTiledJSON
unityAtlas
update
updateProgress
video
xml

## Constructors

### constructor

- new default(scene): default

- #### Parameters

  - scene: Scene

  #### Returns default

  Overrides Phaser.Loader.LoaderPlugin.constructor

  - Defined in src/plugins/cache-busted-loader-plugin.ts:4

## Properties

### baseURL

baseURL: string

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.

Inherited from Phaser.Loader.LoaderPlugin.baseURL

- Defined in node_modules/phaser/types/phaser.d.ts:66466

### cacheManager

cacheManager: CacheManager

A reference to the global Cache Manager.

Inherited from Phaser.Loader.LoaderPlugin.cacheManager

- Defined in node_modules/phaser/types/phaser.d.ts:66419

### crossOrigin

crossOrigin: string

The crossOrigin value applied to loaded images. Very often this needs to be set to 'anonymous'.

Inherited from Phaser.Loader.LoaderPlugin.crossOrigin

- Defined in node_modules/phaser/types/phaser.d.ts:66485

### imageLoadType

imageLoadType: string

Optional load type for image files. `XHR` is the default. Set to `HTMLImageElement` to load images using the Image tag instead.

Inherited from Phaser.Loader.LoaderPlugin.imageLoadType

- Defined in node_modules/phaser/types/phaser.d.ts:66490

### inflight

inflight: Set<File>

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.

Inherited from Phaser.Loader.LoaderPlugin.inflight

- Defined in node_modules/phaser/types/phaser.d.ts:66530

### list

list: Set<File>

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.

Inherited from Phaser.Loader.LoaderPlugin.list

- Defined in node_modules/phaser/types/phaser.d.ts:66521

### localSchemes

localSchemes: string[]

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.

Inherited from Phaser.Loader.LoaderPlugin.localSchemes

- Defined in node_modules/phaser/types/phaser.d.ts:66498

### maxParallelDownloads

maxParallelDownloads: number

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.

Inherited from Phaser.Loader.LoaderPlugin.maxParallelDownloads

- Defined in node_modules/phaser/types/phaser.d.ts:66475

### path

path: string

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.

Inherited from Phaser.Loader.LoaderPlugin.path

- Defined in node_modules/phaser/types/phaser.d.ts:66457

### prefix

prefix: string

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.

Inherited from Phaser.Loader.LoaderPlugin.prefix

- Defined in node_modules/phaser/types/phaser.d.ts:66437

### progress

progress: number

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.

Inherited from Phaser.Loader.LoaderPlugin.progress

- Defined in node_modules/phaser/types/phaser.d.ts:66511

### queue

queue: Set<File>

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.

Inherited from Phaser.Loader.LoaderPlugin.queue

- Defined in node_modules/phaser/types/phaser.d.ts:66540

### scene

scene: Scene

The Scene which owns this Loader instance.

Inherited from Phaser.Loader.LoaderPlugin.scene

- Defined in node_modules/phaser/types/phaser.d.ts:66409

### `Protected` sceneManager

sceneManager: SceneManager

A reference to the global Scene Manager.

Inherited from Phaser.Loader.LoaderPlugin.sceneManager

- Defined in node_modules/phaser/types/phaser.d.ts:66429

### `Readonly` state

state: number

The current state of the Loader.

Inherited from Phaser.Loader.LoaderPlugin.state

- Defined in node_modules/phaser/types/phaser.d.ts:66557

### systems

systems: Systems

A reference to the Scene Systems.

Inherited from Phaser.Loader.LoaderPlugin.systems

- Defined in node_modules/phaser/types/phaser.d.ts:66414

### textureManager

textureManager: TextureManager

A reference to the global Texture Manager.

Inherited from Phaser.Loader.LoaderPlugin.textureManager

- Defined in node_modules/phaser/types/phaser.d.ts:66424

### totalComplete

totalComplete: number

The total number of files that successfully loaded during the most recent load. This value is reset when you call `Loader.start`.

Inherited from Phaser.Loader.LoaderPlugin.totalComplete

- Defined in node_modules/phaser/types/phaser.d.ts:66552

### totalFailed

totalFailed: number

The total number of files that failed to load during the most recent load. This value is reset when you call `Loader.start`.

Inherited from Phaser.Loader.LoaderPlugin.totalFailed

- Defined in node_modules/phaser/types/phaser.d.ts:66546

### totalToLoad

totalToLoad: number

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.

Inherited from Phaser.Loader.LoaderPlugin.totalToLoad

- Defined in node_modules/phaser/types/phaser.d.ts:66504

### xhr

xhr: XHRSettingsObject

xhr specific global settings (can be overridden on a per-file basis)

Inherited from Phaser.Loader.LoaderPlugin.xhr

- Defined in node_modules/phaser/types/phaser.d.ts:66480

## Accessors

### manifest

- get manifest(): object

- #### Returns object

  - Defined in src/plugins/cache-busted-loader-plugin.ts:8
- set manifest(manifestObj): void

- #### Parameters

  - manifestObj: object

  #### Returns void

  - Defined in src/plugins/cache-busted-loader-plugin.ts:12

## Methods

### addFile

- addFile(file): void

- #### Parameters

  - file: any

  #### Returns void

  Overrides Phaser.Loader.LoaderPlugin.addFile

  - Defined in src/plugins/cache-busted-loader-plugin.ts:16

### addListener

- addListener(event, fn, context?): this

- Add a listener for a given event.

  #### Parameters

  - event: string | symbol

    The event name.

  - fn: Function

    The listener function.

  - `Optional` context: any

    The context to invoke the listener with. Default this.

  #### Returns this

  Inherited from Phaser.Loader.LoaderPlugin.addListener

  - Defined in node_modules/phaser/types/phaser.d.ts:9951

### addPack

- addPack(pack, packKey?): boolean

- 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.

  #### Parameters

  - pack: any

    The Pack File data to be parsed and each entry of it to added to the load queue.

  - `Optional` packKey: string

    An optional key to use from the pack file data.

  #### Returns boolean

  Inherited from Phaser.Loader.LoaderPlugin.addPack

  - Defined in node_modules/phaser/types/phaser.d.ts:66648

### animation

- animation(key, url?, dataKey?, xhrSettings?): this

- 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.

  #### Parameters

  - key: string | JSONFileConfig | JSONFileConfig[]

    The key to use for this file, or a file configuration object, or array of them.

  - `Optional` url: string

    The 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: string

    When the Animation JSON file loads only this property will be stored in the Cache and used to create animation data.

  - `Optional` xhrSettings: XHRSettingsObject

    An XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.

  #### Returns this

  Inherited from Phaser.Loader.LoaderPlugin.animation

  - Defined in node_modules/phaser/types/phaser.d.ts:63931

### aseprite

- aseprite(key, textureURL?, atlasURL?, textureXhrSettings?, atlasXhrSettings?): this

- 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:

  1. Go to "File - Export Sprite Sheet"

  2. On the Layout tab: 2a. Set the "Sheet type" to "Packed" 2b. Set the "Constraints" to "None" 2c. Check the "Merge Duplicates" checkbox

  3. 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

  4. 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)

  5. 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.

  6. 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.

  #### Parameters

  - key: string | AsepriteFileConfig | AsepriteFileConfig[]

    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 | object

    The 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: XHRSettingsObject

    An XHR Settings configuration object for the atlas image file. Used in replacement of the Loaders default XHR Settings.

  - `Optional` atlasXhrSettings: XHRSettingsObject

    An XHR Settings configuration object for the atlas json file. Used in replacement of the Loaders default XHR Settings.

  #### Returns this

  Inherited from Phaser.Loader.LoaderPlugin.aseprite

  - Defined in node_modules/phaser/types/phaser.d.ts:64052

### atlas

- atlas(key, textureURL?, atlasURL?, textureXhrSettings?, atlasXhrSettings?): this

- 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:

  - Texture Packer
  - Shoebox
  - Gamma Texture Packer
  - Adobe Flash / Animate
  - Free Texture Packer
  - Leshy SpriteSheet Tool

  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.

  #### Parameters

  - key: string | AtlasJSONFileConfig | AtlasJSONFileConfig[]

    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 | object

    The 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: XHRSettingsObject

    An XHR Settings configuration object for the atlas image file. Used in replacement of the Loaders default XHR Settings.

  - `Optional` atlasXhrSettings: XHRSettingsObject

    An XHR Settings configuration object for the atlas json file. Used in replacement of the Loaders default XHR Settings.

  #### Returns this

  Inherited from Phaser.Loader.LoaderPlugin.atlas

  - Defined in node_modules/phaser/types/phaser.d.ts:64161

### atlasXML

- atlasXML(key, textureURL?, atlasURL?, textureXhrSettings?, atlasXhrSettings?): this

- 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.

  #### Parameters

  - key: string | AtlasXMLFileConfig | AtlasXMLFileConfig[]

    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

    The 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: XHRSettingsObject

    An XHR Settings configuration object for the atlas image file. Used in replacement of the Loaders default XHR Settings.

  - `Optional` atlasXhrSettings: XHRSettingsObject

    An XHR Settings configuration object for the atlas xml file. Used in replacement of the Loaders default XHR Settings.

  #### Returns this

  Inherited from Phaser.Loader.LoaderPlugin.atlasXML

  - Defined in node_modules/phaser/types/phaser.d.ts:64257

### audio

- audio(key, urls?, config?, xhrSettings?): this

- 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.

  #### Parameters

  - key: string | AudioFileConfig | AudioFileConfig[]

    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: any

    An object containing an `instances` property for HTML5Audio. Defaults to 1.

  - `Optional` xhrSettings: XHRSettingsObject

    An XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.

  #### Returns this

  Inherited from Phaser.Loader.LoaderPlugin.audio

  - Defined in node_modules/phaser/types/phaser.d.ts:64310

### audioSprite

- audioSprite(key, jsonURL, audioURL?, audioConfig?, audioXhrSettings?, jsonXhrSettings?): this

- 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.

  #### Parameters

  - key: string | AudioSpriteFileConfig | AudioSpriteFileConfig[]

    The key to use for this file, or a file configuration object, or an array of objects.

  - jsonURL: string

    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: any

    The audio configuration options.

  - `Optional` audioXhrSettings: XHRSettingsObject

    An XHR Settings configuration object for the audio file. Used in replacement of the Loaders default XHR Settings.

  - `Optional` jsonXhrSettings: XHRSettingsObject

    An XHR Settings configuration object for the json file. Used in replacement of the Loaders default XHR Settings.

  #### Returns this

  Inherited from Phaser.Loader.LoaderPlugin.audioSprite

  - Defined in node_modules/phaser/types/phaser.d.ts:64405

### binary

- binary(key, url?, dataType?, xhrSettings?): this

- 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.

  #### Parameters

  - key: string | BinaryFileConfig | BinaryFileConfig[]

    The key to use for this file, or a file configuration object, or array of them.

  - `Optional` url: string

    The 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: any

    Optional type to cast the binary file to once loaded. For example, `Uint8Array`.

  - `Optional` xhrSettings: XHRSettingsObject

    An XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.

  #### Returns this

  Inherited from Phaser.Loader.LoaderPlugin.binary

  - Defined in node_modules/phaser/types/phaser.d.ts:64469

### bitmapFont

- bitmapFont(key, textureURL?, fontDataURL?, textureXhrSettings?, fontDataXhrSettings?): this

- 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.

  #### Parameters

  - key: string | BitmapFontFileConfig | BitmapFontFileConfig[]

    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: string

    The 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: XHRSettingsObject

    An XHR Settings configuration object for the font image file. Used in replacement of the Loaders default XHR Settings.

  - `Optional` fontDataXhrSettings: XHRSettingsObject

    An XHR Settings configuration object for the font data xml file. Used in replacement of the Loaders default XHR Settings.

  #### Returns this

  Inherited from Phaser.Loader.LoaderPlugin.bitmapFont

  - Defined in node_modules/phaser/types/phaser.d.ts:64563

### css

- css(key, url?, xhrSettings?): this

- 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.

  #### Parameters

  - key: string | CSSFileConfig | CSSFileConfig[]

    The key to use for this file, or a file configuration object, or array of them.

  - `Optional` url: string

    The 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: XHRSettingsObject

    An XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.

  #### Returns this

  Inherited from Phaser.Loader.LoaderPlugin.css

  - Defined in node_modules/phaser/types/phaser.d.ts:64748

### destroy

- destroy(): void

- Removes all listeners.

  #### Returns void

  Inherited from Phaser.Loader.LoaderPlugin.destroy

  - Defined in node_modules/phaser/types/phaser.d.ts:9911

### emit

- emit(event, ...args): boolean

- Calls each of the listeners registered for a given event.

  #### Parameters

  - event: string | symbol

    The event name.

  - `Rest` ...args: any[]

    Additional arguments that will be passed to the event handler.

  #### Returns boolean

  Inherited from Phaser.Loader.LoaderPlugin.emit

  - Defined in node_modules/phaser/types/phaser.d.ts:9935

### eventNames

- eventNames(): (string | symbol)[]

- Return an array listing the events for which the emitter has registered listeners.

  #### Returns (string | symbol)[]

  Inherited from Phaser.Loader.LoaderPlugin.eventNames

  - Defined in node_modules/phaser/types/phaser.d.ts:9916

### fileProcessComplete

- fileProcessComplete(file): void

- 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.

  #### Parameters

  - file: File

    The file that has finished processing.

  #### Returns void

  Inherited from Phaser.Loader.LoaderPlugin.fileProcessComplete

  - Defined in node_modules/phaser/types/phaser.d.ts:66703

### flagForRemoval

- flagForRemoval(file): void

- Adds a File into the pending-deletion queue.

  #### Parameters

  - file: File

    The File to be queued for deletion when the Loader completes.

  #### Returns void

  Inherited from Phaser.Loader.LoaderPlugin.flagForRemoval

  - Defined in node_modules/phaser/types/phaser.d.ts:66717

### glsl

- glsl(key, url?, shaderType?, xhrSettings?): this

- 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.

  #### Parameters

  - key: string | GLSLFileConfig | GLSLFileConfig[]

    The key to use for this file, or a file configuration object, or array of them.

  - `Optional` url: string

    The 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: string

    The 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: XHRSettingsObject

    An XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.

  #### Returns this

  Inherited from Phaser.Loader.LoaderPlugin.glsl

  - Defined in node_modules/phaser/types/phaser.d.ts:64813

### html

- html(key, url?, xhrSettings?): this

- 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.

  #### Parameters

  - key: string | HTMLFileConfig | HTMLFileConfig[]

    The key to use for this file, or a file configuration object, or array of them.

  - `Optional` url: string

    The 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: XHRSettingsObject

    An XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.

  #### Returns this

  Inherited from Phaser.Loader.LoaderPlugin.html

  - Defined in node_modules/phaser/types/phaser.d.ts:64875

### htmlTexture

- htmlTexture(key, url?, width?, height?, xhrSettings?): this

- 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.

  #### Parameters

  - key: string | HTMLTextureFileConfig | HTMLTextureFileConfig[]

    The key to use for this file, or a file configuration object, or array of them.

  - `Optional` url: string

    The 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: number

    The width of the texture the HTML will be rendered to. Default 512.

  - `Optional` height: number

    The height of the texture the HTML will be rendered to. Default 512.

  - `Optional` xhrSettings: XHRSettingsObject

    An XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.

  #### Returns this

  Inherited from Phaser.Loader.LoaderPlugin.htmlTexture

  - Defined in node_modules/phaser/types/phaser.d.ts:64951

### image

- image(key, url?, xhrSettings?): this

- 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.

  #### Parameters

  - key: string | ImageFileConfig | ImageFileConfig[]

    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: XHRSettingsObject

    An XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.

  #### Returns this

  Inherited from Phaser.Loader.LoaderPlugin.image

  - Defined in node_modules/phaser/types/phaser.d.ts:65041

### isLoading

- isLoading(): boolean

- Is the Loader actively loading, or processing loaded files?

  #### Returns boolean

  Inherited from Phaser.Loader.LoaderPlugin.isLoading

  - Defined in node_modules/phaser/types/phaser.d.ts:66653

### isReady

- isReady(): boolean

- Is the Loader ready to start a new load?

  #### Returns boolean

  Inherited from Phaser.Loader.LoaderPlugin.isReady

  - Defined in node_modules/phaser/types/phaser.d.ts:66658

### json

- json(key, url?, dataKey?, xhrSettings?): this

- 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.

  #### Parameters

  - key: string | JSONFileConfig | JSONFileConfig[]

    The key to use for this file, or a file configuration object, or array of them.

  - `Optional` url: string | object

    The 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: string

    When the JSON file loads only this property will be stored in the Cache.

  - `Optional` xhrSettings: XHRSettingsObject

    An XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.

  #### Returns this

  Inherited from Phaser.Loader.LoaderPlugin.json

  - Defined in node_modules/phaser/types/phaser.d.ts:65122

### keyExists

- keyExists(file): boolean

- Checks the key and type of the given file to see if it will conflict with anything already in a Cache, the Texture Manager, or the list or inflight queues.

  #### Parameters

  - file: File

    The file to check the key of.

  #### Returns boolean

  Inherited from Phaser.Loader.LoaderPlugin.keyExists

  - Defined in node_modules/phaser/types/phaser.d.ts:66635

### listenerCount

- listenerCount(event): number

- Return the number of listeners listening to a given event.

  #### Parameters

  - event: string | symbol

    The event name.

  #### Returns number

  Inherited from Phaser.Loader.LoaderPlugin.listenerCount

  - Defined in node_modules/phaser/types/phaser.d.ts:9928

### listeners

- listeners(event): Function[]

- Return the listeners registered for a given event.

  #### Parameters

  - event: string | symbol

    The event name.

  #### Returns Function[]

  Inherited from Phaser.Loader.LoaderPlugin.listeners

  - Defined in node_modules/phaser/types/phaser.d.ts:9922

### loadComplete

- loadComplete(): void

- Called at the end when the load queue is exhausted and all files have either loaded or errored. By this point every loaded file will now be in its associated cache and ready for use.

  Also clears down the Sets, puts progress to 1 and clears the deletion queue.

  #### Returns void

  Inherited from Phaser.Loader.LoaderPlugin.loadComplete

  - Defined in node_modules/phaser/types/phaser.d.ts:66711

### multiatlas

- multiatlas(key, atlasURL?, path?, baseURL?, atlasXhrSettings?): this

- 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.

  #### Parameters

  - key: string | MultiAtlasFileConfig | MultiAtlasFileConfig[]

    The key to use for this file, or a file configuration object, or array of them.

  - `Optional` atlasURL: string

    The 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: string

    Optional path to use when loading the textures defined in the atlas data.

  - `Optional` baseURL: string

    Optional Base URL to use when loading the textures defined in the atlas data.

  - `Optional` atlasXhrSettings: XHRSettingsObject

    An XHR Settings configuration object for the atlas json file. Used in replacement of the Loaders default XHR Settings.

  #### Returns this

  Inherited from Phaser.Loader.LoaderPlugin.multiatlas

  - Defined in node_modules/phaser/types/phaser.d.ts:65200

### nextFile

- nextFile(file, success): void

- 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.

  #### Parameters

  - file: File

    The File that just finished loading, or errored during load.

  - success: boolean

    `true` if the file loaded successfully, otherwise `false`.

  #### Returns void

  Inherited from Phaser.Loader.LoaderPlugin.nextFile

  - Defined in node_modules/phaser/types/phaser.d.ts:66693

### obj

- obj(key, objURL?, matURL?, flipUV?, xhrSettings?): this

- 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.

  #### Parameters

  - key: string | OBJFileConfig | OBJFileConfig[]

    The key to use for this file, or a file configuration object, or array of them.

  - `Optional` objURL: string

    The 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: string

    Optional absolute or relative URL to load the obj material file from.

  - `Optional` flipUV: boolean

    Flip the UV coordinates stored in the model data?

  - `Optional` xhrSettings: XHRSettingsObject

    An XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.

  #### Returns this

  Inherited from Phaser.Loader.LoaderPlugin.obj

  - Defined in node_modules/phaser/types/phaser.d.ts:65349

### off

- off(event, fn?, context?, once?): this

- Remove the listeners of a given event.

  #### Parameters

  - event: string | symbol

    The event name.

  - `Optional` fn: Function

    Only remove the listeners that match this function.

  - `Optional` context: any

    Only remove the listeners that have this context.

  - `Optional` once: boolean

    Only remove one-time listeners.

  #### Returns this

  Inherited from Phaser.Loader.LoaderPlugin.off

  - Defined in node_modules/phaser/types/phaser.d.ts:9977

### on

- on(event, fn, context?): this

- Add a listener for a given event.

  #### Parameters

  - event: string | symbol

    The event name.

  - fn: Function

    The listener function.

  - `Optional` context: any

    The context to invoke the listener with. Default this.

  #### Returns this

  Inherited from Phaser.Loader.LoaderPlugin.on

  - Defined in node_modules/phaser/types/phaser.d.ts:9943

### once

- once(event, fn, context?): this

- Add a one-time listener for a given event.

  #### Parameters

  - event: string | symbol

    The event name.

  - fn: Function

    The listener function.

  - `Optional` context: any

    The context to invoke the listener with. Default this.

  #### Returns this

  Inherited from Phaser.Loader.LoaderPlugin.once

  - Defined in node_modules/phaser/types/phaser.d.ts:9959

### pack

- pack(key, url?, dataKey?, xhrSettings?): this

- 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.

  #### Parameters

  - key: string | PackFileConfig | PackFileConfig[]

    The key to use for this file, or a file configuration object, or array of them.

  - `Optional` url: string

    The 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: string

    When the JSON file loads only this property will be stored in the Cache.

  - `Optional` xhrSettings: XHRSettingsObject

    An XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.

  #### Returns this

  Inherited from Phaser.Loader.LoaderPlugin.pack

  - Defined in node_modules/phaser/types/phaser.d.ts:65463

### plugin

- plugin(key, url?, start?, mapping?, xhrSettings?): this

- 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.

  #### Parameters

  - key: string | PluginFileConfig | PluginFileConfig[]

    The key to use for this file, or a file configuration object, or array of them.

  - `Optional` url: string | Function

    The 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: boolean

    Automatically start the plugin after loading?

  - `Optional` mapping: string

    If this plugin is to be injected into the Scene, this is the property key used.

  - `Optional` xhrSettings: XHRSettingsObject

    An XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.

  #### Returns this

  Inherited from Phaser.Loader.LoaderPlugin.plugin

  - Defined in node_modules/phaser/types/phaser.d.ts:65517

### removeAllListeners

- removeAllListeners(event?): this

- Remove all listeners, or those of the specified event.

  #### Parameters

  - `Optional` event: string | symbol

    The event name.

  #### Returns this

  Inherited from Phaser.Loader.LoaderPlugin.removeAllListeners

  - Defined in node_modules/phaser/types/phaser.d.ts:9983

### removeListener

- removeListener(event, fn?, context?, once?): this

- Remove the listeners of a given event.

  #### Parameters

  - event: string | symbol

    The event name.

  - `Optional` fn: Function

    Only remove the listeners that match this function.

  - `Optional` context: any

    Only remove the listeners that have this context.

  - `Optional` once: boolean

    Only remove one-time listeners.

  #### Returns this

  Inherited from Phaser.Loader.LoaderPlugin.removeListener

  - Defined in node_modules/phaser/types/phaser.d.ts:9968

### reset

- reset(): void

- Resets the Loader.

  This will clear all lists and reset the base URL, path and prefix.

  Warning: If the Loader is currently downloading files, or has files in its queue, they will be aborted.

  #### Returns void

  Inherited from Phaser.Loader.LoaderPlugin.reset

  - Defined in node_modules/phaser/types/phaser.d.ts:66746

### save

- save(data, filename?, filetype?): this

- 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.

  #### Parameters

  - data: any

    The data to be saved. Will be passed through URL.createObjectURL.

  - `Optional` filename: string

    The filename to save the file as. Default file.json.

  - `Optional` filetype: string

    The file type to use when saving the file. Defaults to JSON. Default application/json.

  #### Returns this

  Inherited from Phaser.Loader.LoaderPlugin.save

  - Defined in node_modules/phaser/types/phaser.d.ts:66737

### saveJSON

- saveJSON(data, filename?): this

- 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.

  #### Parameters

  - data: any

    The JSON data, ready parsed.

  - `Optional` filename: string

    The name to save the JSON file as. Default file.json.

  #### Returns this

  Inherited from Phaser.Loader.LoaderPlugin.saveJSON

  - Defined in node_modules/phaser/types/phaser.d.ts:66726

### sceneFile

- sceneFile(key, url?, xhrSettings?): this

- 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.

  #### Parameters

  - key: string | SceneFileConfig | SceneFileConfig[]

    The key to use for this file, or a file configuration object, or array of them.

  - `Optional` url: string

    The 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: XHRSettingsObject

    An XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.

  #### Returns this

  Inherited from Phaser.Loader.LoaderPlugin.sceneFile

  - Defined in node_modules/phaser/types/phaser.d.ts:65607

### scenePlugin

- scenePlugin(key, url?, systemKey?, sceneKey?, xhrSettings?): this

- 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.

  #### Parameters

  - key: string | ScenePluginFileConfig | ScenePluginFileConfig[]

    The key to use for this file, or a file configuration object, or array of them.

  - `Optional` url: string | Function

    The 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: string

    If this plugin is to be added to Scene.Systems, this is the property key for it.

  - `Optional` sceneKey: string

    If this plugin is to be added to the Scene, this is the property key for it.

  - `Optional` xhrSettings: XHRSettingsObject

    An XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.

  #### Returns this

  Inherited from Phaser.Loader.LoaderPlugin.scenePlugin

  - Defined in node_modules/phaser/types/phaser.d.ts:65661

### script

- script(key, url?, type?, xhrSettings?): this

- 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.

  #### Parameters

  - key: string | ScriptFileConfig | ScriptFileConfig[]

    The key to use for this file, or a file configuration object, or array of them.

  - `Optional` url: string

    The 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: string

    The script type. Should be either 'script' for classic JavaScript, or 'module' if the file contains an exported module. Default 'script'.

  - `Optional` xhrSettings: XHRSettingsObject

    An XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.

  #### Returns this

  Inherited from Phaser.Loader.LoaderPlugin.script

  - Defined in node_modules/phaser/types/phaser.d.ts:65724

### scripts

- scripts(key, url?, extension?, xhrSettings?): this

- 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.

  #### Parameters

  - key: string | MultiScriptFileConfig | MultiScriptFileConfig[]

    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: string

    The default file extension to use if no url is provided. Default 'js'.

  - `Optional` xhrSettings: XHRSettingsObject

    Extra XHR Settings specifically for these files.

  #### Returns this

  Inherited from Phaser.Loader.LoaderPlugin.scripts

  - Defined in node_modules/phaser/types/phaser.d.ts:65270

### setBaseURL

- setBaseURL(url?): this

- 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.

  #### Parameters

  - `Optional` url: string

    The URL to use. Leave empty to reset.

  #### Returns this

  Inherited from Phaser.Loader.LoaderPlugin.setBaseURL

  - Defined in node_modules/phaser/types/phaser.d.ts:66568

### setCORS

- setCORS(crossOrigin?): this

- 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

  #### Parameters

  - `Optional` crossOrigin: string

    The value to use for the `crossOrigin` property in the load request.

  #### Returns this

  Inherited from Phaser.Loader.LoaderPlugin.setCORS

  - Defined in node_modules/phaser/types/phaser.d.ts:66614

### setPath

- setPath(path?): this

- 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.

  #### Parameters

  - `Optional` path: string

    The path to use. Leave empty to reset.

  #### Returns this

  Inherited from Phaser.Loader.LoaderPlugin.setPath

  - Defined in node_modules/phaser/types/phaser.d.ts:66590

### setPrefix

- setPrefix(prefix?): this

- 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.

  #### Parameters

  - `Optional` prefix: string

    The prefix to use. Leave empty to reset.

  #### Returns this

  Inherited from Phaser.Loader.LoaderPlugin.setPrefix

  - Defined in node_modules/phaser/types/phaser.d.ts:66601

### shutdown

- shutdown(): void

- Removes all listeners.

  #### Returns void

  Inherited from Phaser.Loader.LoaderPlugin.shutdown

  - Defined in node_modules/phaser/types/phaser.d.ts:9906

### spritesheet

- spritesheet(key, url?, frameConfig?, xhrSettings?): this

- 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.

  #### Parameters

  - key: string | SpriteSheetFileConfig | SpriteSheetFileConfig[]

    The key to use for this file, or a file configuration object, or array of them.

  - `Optional` url: 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` frameConfig: ImageFrameConfig

    The frame configuration object. At a minimum it should have a `frameWidth` property.

  - `Optional` xhrSettings: XHRSettingsObject

    An XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.

  #### Returns this

  Inherited from Phaser.Loader.LoaderPlugin.spritesheet

  - Defined in node_modules/phaser/types/phaser.d.ts:65827

### start

- start(): void

- 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.

  #### Returns void

  Inherited from Phaser.Loader.LoaderPlugin.start

  - Defined in node_modules/phaser/types/phaser.d.ts:66671

### svg

- svg(key, url?, svgConfig?, xhrSettings?): this

- 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.

  #### Parameters

  - key: string | SVGFileConfig | SVGFileConfig[]

    The key to use for this file, or a file configuration object, or array of them.

  - `Optional` url: string

    The 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: SVGSizeConfig

    The svg size configuration object.

  - `Optional` xhrSettings: XHRSettingsObject

    An XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.

  #### Returns this

  Inherited from Phaser.Loader.LoaderPlugin.svg

  - Defined in node_modules/phaser/types/phaser.d.ts:65939

### text

- text(key, url?, xhrSettings?): this

- 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.

  #### Parameters

  - key: string | TextFileConfig | TextFileConfig[]

    The key to use for this file, or a file configuration object, or array of them.

  - `Optional` url: string

    The 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: XHRSettingsObject

    An XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.

  #### Returns this

  Inherited from Phaser.Loader.LoaderPlugin.text

  - Defined in node_modules/phaser/types/phaser.d.ts:66001

### texture

- texture(key, url?, xhrSettings?): this

- 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.

  #### Parameters

  - key: string | CompressedTextureFileConfig | CompressedTextureFileConfig[]

    The key to use for this file, or a file configuration object, or array of them.

  - `Optional` url: CompressedTextureFileConfig

    The compressed texture configuration object. Not required if passing a config object as the `key` parameter.

  - `Optional` xhrSettings: XHRSettingsObject

    An XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.

  #### Returns this

  Inherited from Phaser.Loader.LoaderPlugin.texture

  - Defined in node_modules/phaser/types/phaser.d.ts:64697

### tilemapCSV

- tilemapCSV(key, url?, xhrSettings?): this

- 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.

  #### Parameters

  - key: string | TilemapCSVFileConfig | TilemapCSVFileConfig[]

    The key to use for this file, or a file configuration object, or array of them.

  - `Optional` url: string

    The 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: XHRSettingsObject

    An XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.

  #### Returns this

  Inherited from Phaser.Loader.LoaderPlugin.tilemapCSV

  - Defined in node_modules/phaser/types/phaser.d.ts:66065

### tilemapImpact

- tilemapImpact(key, url?, xhrSettings?): this

- 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.

  #### Parameters

  - key: string | TilemapImpactFileConfig | TilemapImpactFileConfig[]

    The key to use for this file, or a file configuration object, or array of them.

  - `Optional` url: string

    The 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: XHRSettingsObject

    An XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.

  #### Returns this

  Inherited from Phaser.Loader.LoaderPlugin.tilemapImpact

  - Defined in node_modules/phaser/types/phaser.d.ts:66129

### tilemapTiledJSON

- tilemapTiledJSON(key, url?, xhrSettings?): this

- 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.

  #### Parameters

  - key: string | TilemapJSONFileConfig | TilemapJSONFileConfig[]

    The key to use for this file, or a file configuration object, or array of them.

  - `Optional` url: string | object

    The 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: XHRSettingsObject

    An XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.

  #### Returns this

  Inherited from Phaser.Loader.LoaderPlugin.tilemapTiledJSON

  - Defined in node_modules/phaser/types/phaser.d.ts:66193

### unityAtlas

- unityAtlas(key, textureURL?, atlasURL?, textureXhrSettings?, atlasXhrSettings?): this

- 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.

  #### Parameters

  - key: string | UnityAtlasFileConfig | UnityAtlasFileConfig[]

    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

    The 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: XHRSettingsObject

    An XHR Settings configuration object for the atlas image file. Used in replacement of the Loaders default XHR Settings.

  - `Optional` atlasXhrSettings: XHRSettingsObject

    An XHR Settings configuration object for the atlas data file. Used in replacement of the Loaders default XHR Settings.

  #### Returns this

  Inherited from Phaser.Loader.LoaderPlugin.unityAtlas

  - Defined in node_modules/phaser/types/phaser.d.ts:66288

### update

- update(): void

- Called automatically during the load process.

  #### Returns void

  Inherited from Phaser.Loader.LoaderPlugin.update

  - Defined in node_modules/phaser/types/phaser.d.ts:66683

### updateProgress

- updateProgress(): void

- Called automatically during the load process. It updates the `progress` value and then emits a progress event, which you can use to display a loading bar in your game.

  #### Returns void

  Inherited from Phaser.Loader.LoaderPlugin.updateProgress

  - Defined in node_modules/phaser/types/phaser.d.ts:66678

### video

- video(key, urls?, noAudio?): this

- 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.

  #### Parameters

  - key: string | VideoFileConfig | VideoFileConfig[]

    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: boolean

    Does the video have an audio track? If not you can enable auto-playing on it. Default false.

  #### Returns this

  Inherited from Phaser.Loader.LoaderPlugin.video

  - Defined in node_modules/phaser/types/phaser.d.ts:66342

### xml

- xml(key, url?, xhrSettings?): this

- 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.

  #### Parameters

  - key: string | XMLFileConfig | XMLFileConfig[]

    The key to use for this file, or a file configuration object, or array of them.

  - `Optional` url: string

    The 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: XHRSettingsObject

    An XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.

  #### Returns this

  Inherited from Phaser.Loader.LoaderPlugin.xml

  - Defined in node_modules/phaser/types/phaser.d.ts:66404