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https://github.com/wassname/phaser.git
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More docs coming on.
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+1
-1
@@ -336,7 +336,7 @@ Phaser.Cache.prototype = {
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/**
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* Checks if an image key exists.
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* @param {string} key - Asset key of the image you want.
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* @return {bool} True if the key exists, otherwise false.
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* @return {boolean} True if the key exists, otherwise false.
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*/
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checkImageKey: function (key) {
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@@ -54,13 +54,13 @@ Phaser.Loader = function (game) {
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this.queueSize = 0;
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/**
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* @property {bool} isLoading - True if the Loader is in the process of loading the queue.
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* @property {boolean} isLoading - True if the Loader is in the process of loading the queue.
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* @default
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*/
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this.isLoading = false;
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/**
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* @property {bool} hasLoaded - True if all assets in the queue have finished loading.
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* @property {boolean} hasLoaded - True if all assets in the queue have finished loading.
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* @default
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*/
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this.hasLoaded = false;
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@@ -155,7 +155,7 @@ Phaser.Loader.prototype = {
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* Check whether asset exists with a specific key.
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* @method checkKeyExists
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* @param {string} key - Key of the asset you want to check.
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* @return {bool} Return true if exists, otherwise return false.
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* @return {boolean} Return true if exists, otherwise return false.
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*/
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checkKeyExists: function (key) {
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@@ -240,7 +240,7 @@ Phaser.Loader.prototype = {
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* @method text
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* @param {string} key - Unique asset key of the text file.
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* @param {string} url - URL of the text file.
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* @param {bool} overwrite - True if Description.
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* @param {boolean} overwrite - True if Description.
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*/
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text: function (key, url, overwrite) {
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@@ -278,7 +278,7 @@ Phaser.Loader.prototype = {
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* @method audio
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* @param {string} key - Unique asset key of the audio file.
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* @param {Array} urls - An array containing the URLs of the audio files, i.e.: [ 'jump.mp3', 'jump.ogg', 'jump.m4a' ].
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* @param {bool} autoDecode - When using Web Audio the audio files can either be decoded at load time or run-time. They can't be played until they are decoded, but this let's you control when that happens. Decoding is a non-blocking async process.
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* @param {boolean} autoDecode - When using Web Audio the audio files can either be decoded at load time or run-time. They can't be played until they are decoded, but this let's you control when that happens. Decoding is a non-blocking async process.
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*/
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audio: function (key, urls, autoDecode) {
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@@ -978,7 +978,7 @@ Phaser.Loader.prototype = {
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/**
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* Handle loading next file.
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* @param previousKey {string} Key of previous loaded asset.
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* @param success {bool} Whether the previous asset loaded successfully or not.
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* @param success {boolean} Whether the previous asset loaded successfully or not.
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*/
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nextFile: function (previousKey, success) {
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