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 ()
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
create method is called you are guaranteed that all of those assets are ready for use and have been
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:
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:
// 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
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.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.
|string | Phaser.Types.Loader.FileTypes.MultiAtlasFileConfig | Array.<Phaser.Types.Loader.FileTypes.MultiAtlasFileConfig>
The key to use for this file, or a file configuration object, or array of them.
The absolute or relative URL to load the texture atlas json data file from. If undefined or
Optional path to use when loading the textures defined in the atlas data.
Optional Base URL to use when loading the textures defined in the atlas data.
An XHR Settings configuration object for the atlas json file. Used in replacement of the Loaders default XHR Settings.
The Loader instance.