/** * @author Richard Davey * @copyright 2018 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ declare var Class: any; declare var CONST: { VERSION: string; BlendModes: any; ScaleModes: any; AUTO: number; CANVAS: number; WEBGL: number; HEADLESS: number; FOREVER: number; NONE: number; UP: number; DOWN: number; LEFT: number; RIGHT: number; }; declare var CustomSet: any; declare var EventEmitter: any; declare var FileTypesManager: { install: (loader: any) => void; register: (key: any, factoryFunction: any) => void; destroy: () => void; }; declare var GetFastValue: any; declare var PluginCache: any; declare var XHRSettings: any; /** * @classdesc * The Loader handles loading all external content such as Images, Sounds, Texture Atlases and data files. * You typically interact with it via `this.load` in your Scene. Scenes can have a `preload` method, which is always * called before the Scenes `create` method, allowing you to preload assets that the Scene may need. * * If you call any `this.load` methods from outside of `Scene.preload` then you need to start the Loader going * yourself by calling `Loader.start()`. It's only automatically started during the Scene preload. * * The Loader uses a combination of tag loading (eg. Audio elements) and XHR and provides progress and completion events. * Files are loaded in parallel by default. The amount of concurrent connections can be controlled in your Game Configuration. * * Once the Loader has started loading you are still able to add files to it. These can be injected as a result of a loader * event, the type of file being loaded (such as a pack file) or other external events. As long as the Loader hasn't finished * simply adding a new file to it, while running, will ensure it's added into the current queue. * * Every Scene has its own instance of the Loader and they are bound to the Scene in which they are created. However, * assets loaded by the Loader are placed into global game-level caches. For example, loading an XML file will place that * file inside `Game.cache.xml`, which is accessible from every Scene in your game, no matter who was responsible * for loading it. The same is true of Textures. A texture loaded in one Scene is instantly available to all other Scenes * in your game. * * The Loader works by using custom File Types. These are stored in the FileTypesManager, which injects them into the Loader * when it's instantiated. You can create your own custom file types by extending either the File or MultiFile classes. * See those files for more details. * * @class LoaderPlugin * @extends Phaser.Events.EventEmitter * @memberOf Phaser.Loader * @constructor * @since 3.0.0 * * @param {Phaser.Scene} scene - The Scene which owns this Loader instance. */ declare var LoaderPlugin: any;