Loader控制器用于加载外部的内容如:图片,精灵图,以及数据文件。
pack()
game.load.pack('level1', 'assets/asset-pack1.json', null, this);
game.load.image('test', 'assets/sprites/ilkke.png');
game.load.text('html', 'http://phaser.io');
game.load.tilemap('mario', 'assets/tilemaps/maps/super_mario.json', null, Phaser.Tilemap.TILED_JSON);
game.load.audio('sfx', [ 'assets/audio/SoundEffects/squit.mp3', 'assets/audio/SoundEffects/squit.ogg' ]);
// As with all load operations the first parameter is a unique key, which must be unique between all image files.
// Next is the bitmap font file itself, in this case desyrel.png
// Finally is the path to the XML file that goes with the font.
// Note that the XML file should be saved with UTF-8 encoding or some browsers (such as Firefox) won't load it.
// There are various tools that can create Bitmap Fonts and the XML file needed.
// On Windows you can use the free app BMFont: http://www.angelcode.com/products/bmfont/
// On OS X we recommend Glyph Designer: http://www.71squared.com/en/glyphdesigner
game.load.bitmapFont('desyrel', 'assets/fonts/desyrel.png', 'assets/fonts/desyrel.xml');
game.load.spritesheet('button', 'assets/buttons/button_sprite_sheet.png', 193, 71);
// Phaser can load texture atlas files that use the Starling XML file format.
// As with all load operations the first parameter is a unique key, which must be unique between all image files.
// Next is the texture atlas itself, in this case seacreatures.png
// Finally is the path to the XML file that goes with the atlas.
game.load.atlasXML('seacreatures', 'assets/sprites/seacreatures.png', 'assets/sprites/seacreatures.xml');
// Phaser can load Texture Atlas files that use either JSON Hash or JSON Array format.
// As with all load operations the first parameter is a unique key, which must be unique between all image files.
// Next is the texture atlas itself, in this case seacreatures.png
// Finally is the path to the JSON file that goes with the atlas.
game.load.atlas('seacreatures', 'assets/sprites/seacreatures_json.png', 'assets/sprites/seacreatures_json.json');
// Note that the JSON file should be saved with UTF-8 encoding or some browsers (such as Firefox) won't load it.
// Tilemaps are split into two parts: The actual map data (usually stored in a CSV or JSON file)
// and the tileset/s used to render the map.
// Here we'll load the tilemap data. The first parameter is a unique key for the map data.
// The second is a URL to the JSON file the map data is stored in. This is actually optional, you can pass the JSON object as the 3rd
// parameter if you already have it loaded (maybe via a 3rd party source or pre-generated). In which case pass 'null' as the URL and
// the JSON object as the 3rd parameter.
// The final one tells Phaser the foramt of the map data, in this case it's a JSON file exported from the Tiled map editor.
// This could be Phaser.Tilemap.CSV too.
game.load.tilemap('mario', 'assets/tilemaps/maps/super_mario.json', null, Phaser.Tilemap.TILED_JSON);
监听事件
// You can listen for each of these events from Phaser.Loader
game.load.onLoadStart.add(loadStart, this);
game.load.onFileComplete.add(fileComplete, this);
game.load.onLoadComplete.add(loadComplete, this);