text:
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	<title>Phaser Class: Loader</title>

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return {number} The total number of PathPoints in this Path.

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Texture Packer

        Phaser.

    Loader

new Loader(game)

The Loader handles loading all external content such as Images, Sounds, Texture Atlases and data files.

The loader uses a combination of tag loading (eg. Image elements) and XHR and provides progress and completion callbacks.

Parallel loading (see enableParallel) is supported and enabled by default.
Load-before behavior of parallel resources is controlled by synchronization points as discussed in withSyncPoint.

Texture Atlases can be created with tools such as Texture Packer and
Shoebox

Parameters:

		Name

		Type

		Description

                game

Phaser.Game

A reference to the currently running game.

Source -
    loader/Loader.js, line 22

Members

<static, constant> PHYSICS_LIME_CORONA_JSON :number

Source -
    loader/Loader.js, line 322

<static, constant> PHYSICS_PHASER_JSON :number

Source -
    loader/Loader.js, line 328

<static, constant> TEXTURE_ATLAS_JSON_ARRAY :number

Source -
    loader/Loader.js, line 304

<static, constant> TEXTURE_ATLAS_JSON_HASH :number

Source -
    loader/Loader.js, line 310

<static, constant> TEXTURE_ATLAS_JSON_PYXEL :number

Source -
    loader/Loader.js, line 334

<static, constant> TEXTURE_ATLAS_XML_STARLING :number

Source -
    loader/Loader.js, line 316

_withSyncPointDepth

A counter: if more than zero, files will be automatically added as a synchronization point.

Properties:

		Name

		Type

		Description

                _withSyncPointDepth;

integer

Source -
    loader/Loader.js, line 227

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.
The string must end with a "/".

Source -
    loader/Loader.js, line 83

<internal> cache :Phaser.Cache

Local reference to the Phaser.Cache.

Internal:

This member is internal (protected) and may be modified or removed in the future.

Source -
    loader/Loader.js, line 36

crossOrigin :boolean|string

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

Type:

boolean
|

string

Source -
    loader/Loader.js, line 74

enableParallel :boolean

If true (the default) then parallel downloading will be enabled.

To disable all parallel downloads this must be set to false prior to any resource being loaded.

Source -
    loader/Loader.js, line 211

<internal> game :Phaser.Game

Local reference to game.

Internal:

This member is internal (protected) and may be modified or removed in the future.

Source -
    loader/Loader.js, line 29

hasLoaded :boolean

True if all assets in the queue have finished loading.

Source -
    loader/Loader.js, line 57

headers :object

Used to map the application mime-types to to the Accept header in XHR requests.
If you don't require these mappings, or they cause problems on your server, then
remove them from the headers object and the XHR request will not try to use them.

This object can also be used to set the X-Requested-With header to
XMLHttpRequest (or any other value you need). To enable this do:

this.load.headers.requestedWith = 'XMLHttpRequest'

before adding anything to the Loader. The XHR loader will then call:

setRequestHeader('X-Requested-With', this.headers['requestedWith'])

Default Value:

{"undefined":"application/xml"}

Source -
    loader/Loader.js, line 122

isLoading :boolean

True if the Loader is in the process of loading the queue.

Source -
    loader/Loader.js, line 50

<internal> maxParallelDownloads :integer

The number of concurrent / parallel resources to try and fetch at once.

Many current browsers limit 6 requests per domain; this is slightly conservative.

Internal:

This member is internal (protected) and may be modified or removed in the future.

Source -
    loader/Loader.js, line 221

onFileComplete :Phaser.Signal

This event is dispatched when a file has either loaded or failed to load.

Any function bound to this will receive the following parameters:

progress, file key, success?, total loaded files, total files

Where progress is a number between 1 and 100 (inclusive) representing the percentage of the load.

Source -
    loader/Loader.js, line 175

onFileError :Phaser.Signal

This event is dispatched when a file (or pack) errors as a result of the load request.

For files it will be triggered before onFileComplete. For packs it will be triggered before onPackComplete.

Params: (file key, file)

Source -
    loader/Loader.js, line 186

onFileStart :Phaser.Signal

This event is dispatched immediately before a file starts loading.
It's possible the file may fail (eg. download error, invalid format) after this event is sent.

Params: (progress, file key, file url)

Source -
    loader/Loader.js, line 162

onLoadComplete :Phaser.Signal

This event is dispatched when the final file in the load queue has either loaded or failed.

Source -
    loader/Loader.js, line 141

onLoadStart :Phaser.Signal

This event is dispatched when the loading process starts: before the first file has been requested,
but after all the initial packs have been loaded.

Source -
    loader/Loader.js, line 134

onPackComplete :Phaser.Signal

This event is dispatched when an asset pack has either loaded or failed to load.

This is called when the asset pack manifest file has loaded and successfully added its contents to the loader queue.

Params: (pack key, success?, total packs loaded, total packs)

Source -
    loader/Loader.js, line 152

path :string

The value of path, if set, is placed before any relative file path given. For example:

load.path = "images/sprites/";
load.image("ball", "ball.png");
load.image("tree", "level1/oaktree.png");
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.)

The string must end with a "/".

Source -
    loader/Loader.js, line 103

<internal> preloadSprite :object

You can optionally link a progress sprite with setPreloadSprite.

This property is an object containing: sprite, rect, direction, width and height

Internal:

This member is internal (protected) and may be modified or removed in the future.

Source -
    loader/Loader.js, line 67

progress

The rounded load progress percentage value (from 0 to 100). See Phaser.Loader#progressFloat.

Properties:

		Type

		Description

integer

Source -
    loader/Loader.js, line 3185

progressFloat

The non-rounded load progress value (from 0.0 to 100.0).

A general indicator of the progress.
It is possible for the progress to decrease, after onLoadStart, if more files are dynamically added.

Properties:

		Type

		Description

number

Source -
    loader/Loader.js, line 3167

resetLocked :boolean

If true all calls to Loader.reset will be ignored. Useful if you need to create a load queue before swapping to a preloader state.

Source -
    loader/Loader.js, line 43

useXDomainRequest :boolean

            This method is deprecated and should not be used. It may be removed in the future.

If true and if the browser supports XDomainRequest, it will be used in preference for XHR.

This is only relevant for IE 9 and should only be enabled for IE 9 clients when required by the server/CDN.

Deprecated:

This is only relevant for IE 9.

Source -
    loader/Loader.js, line 196

Methods

addSyncPoint(type, key) → {Phaser.Loader}

Add a synchronization point to a specific file/asset in the load queue.

This has no effect on already loaded assets.

Parameters:

		Name

		Type

		Description

                type

string

The type of resource to turn into a sync point (image, audio, xml, etc).

                key

string

Key of the file you want to turn into a sync point.

Returns:

Phaser.Loader

 -

This Loader instance.

Source -
    loader/Loader.js, line 1782

See:

withSyncPoint

<internal> addToFileList(type, key, url, properties, overwrite, extension) → {Phaser.Loader}

Internal function that adds a new entry to the file list. Do not call directly.

Parameters:

		Name

		Type

		Argument

		Default

		Description

                type

string

The type of resource to add to the list (image, audio, xml, etc).

                key

string

The unique Cache ID key of this resource.

                url

string

                    <optional>

The URL the asset will be loaded from.

                properties

object

                    <optional>

                    (none)

Any additional properties needed to load the file. These are added directly to the added file object and overwrite any defaults.

                overwrite

boolean

                    <optional>

                    false

If true then this will overwrite a file asset of the same type/key. Otherwise it will only add a new asset. If overwrite is true, and the asset is already being loaded (or has been loaded), then it is appended instead.

                extension

string

                    <optional>

If no URL is given the Loader will sometimes auto-generate the URL based on the key, using this as the extension.

Returns:

Phaser.Loader

 -

This instance of the Phaser Loader.

Internal:

This member is internal (protected) and may be modified or removed in the future.

Source -
    loader/Loader.js, line 515

atlas(key, textureURL, atlasURL, atlasData, format) → {Phaser.Loader}

Adds a Texture Atlas file to the current load queue.

To create the Texture Atlas you can use tools such as:

Texture Packer
Shoebox

If using Texture Packer we recommend you enable "Trim sprite names".
If your atlas software has an option to "rotate" the resulting frames, you must disable it.

You can choose to either load the data externally, by providing a URL to a json file.
Or you can pass in a JSON object or String via the atlasData parameter.
If you pass a String the data is automatically run through JSON.parse and then immediately added to the Phaser.Cache.

If URLs are provided the files are not loaded immediately after calling this method, but are added to the load queue.

The key must be a unique String. It is used to add the file to the Phaser.Cache upon successful load.

Retrieve the file via Cache.getImage(key). JSON files are automatically parsed upon load.
If you need to control when the JSON is parsed then use Loader.text instead and parse the JSON file as needed.

The URLs can be relative or absolute. If the URL is relative the Loader.baseURL and Loader.path values will be prepended to it.

If the textureURL isn't specified then the Loader will take the key and create a filename from that.
For example if the key is "player" and textureURL is null then the Loader will set the URL to be "player.png".
The same is true for the atlasURL. If atlasURL isn't specified and no atlasData has been provided then the Loader will
set the atlasURL to be the key. For example if the key is "player" the atlasURL will be set to "player.json".

If you do not desire this action then provide URLs and / or a data object.

Parameters:

		Name

		Type

		Argument

		Description

                key

string

Unique asset key of the texture atlas file.

                textureURL

string

                    <optional>

URL of the texture atlas image file. If undefined or null the url will be set to <key>.png, i.e. if key was "alien" then the URL will be "alien.png".

                atlasURL

string

                    <optional>

URL of the texture atlas data file. If undefined or null and no atlasData is given, the url will be set to <key>.json, i.e. if key was "alien" then the URL will be "alien.json".

                atlasData

object

                    <optional>

A JSON or XML data object. You don't need this if the data is being loaded from a URL.

                format

number

                    <optional>

The format of the data. Can be Phaser.Loader.TEXTURE_ATLAS_JSON_ARRAY (the default), Phaser.Loader.TEXTURE_ATLAS_JSON_HASH or Phaser.Loader.TEXTURE_ATLAS_XML_STARLING.

Returns:

Phaser.Loader

 -

This Loader instance.

Source -
    loader/Loader.js, line 1651

atlasJSONArray(key, textureURL, atlasURL, atlasData) → {Phaser.Loader}

Adds a Texture Atlas file to the current load queue.

Unlike Loader.atlasJSONHash this call expects the atlas data to be in a JSON Array format.

To create the Texture Atlas you can use tools such as:

Texture Packer
Shoebox

If using Texture Packer we recommend you enable "Trim sprite names".
If your atlas software has an option to "rotate" the resulting frames, you must disable it.

You can choose to either load the data externally, by providing a URL to a json file.
Or you can pass in a JSON object or String via the atlasData parameter.
If you pass a String the data is automatically run through JSON.parse and then immediately added to the Phaser.Cache.

If URLs are provided the files are not loaded immediately after calling this method, but are added to the load queue.

The key must be a unique String. It is used to add the file to the Phaser.Cache upon successful load.

Retrieve the file via Cache.getImage(key). JSON files are automatically parsed upon load.
If you need to control when the JSON is parsed then use Loader.text instead and parse the JSON file as needed.

The URLs can be relative or absolute. If the URL is relative the Loader.baseURL and Loader.path values will be prepended to it.

If the textureURL isn't specified then the Loader will take the key and create a filename from that.
For example if the key is "player" and textureURL is null then the Loader will set the URL to be "player.png".
The same is true for the atlasURL. If atlasURL isn't specified and no atlasData has been provided then the Loader will
set the atlasURL to be the key. For example if the key is "player" the atlasURL will be set to "player.json".

If you do not desire this action then provide URLs and / or a data object.

Parameters:

		Name

		Type

		Argument

		Description

                key

string

Unique asset key of the texture atlas file.

                textureURL

string

                    <optional>

URL of the texture atlas image file. If undefined or null the url will be set to <key>.png, i.e. if key was "alien" then the URL will be "alien.png".

                atlasURL

string

                    <optional>

URL of the texture atlas data file. If undefined or null and no atlasData is given, the url will be set to <key>.json, i.e. if key was "alien" then the URL will be "alien.json".

                atlasData

object

                    <optional>

A JSON data object. You don't need this if the data is being loaded from a URL.

Returns:

Phaser.Loader

 -

This Loader instance.

Source -
    loader/Loader.js, line 1505

atlasJSONHash(key, textureURL, atlasURL, atlasData) → {Phaser.Loader}

Adds a Texture Atlas file to the current load queue.

Unlike Loader.atlas this call expects the atlas data to be in a JSON Hash format.

To create the Texture Atlas you can use tools such as:

Texture Packer
Shoebox

If using Texture Packer we recommend you enable "Trim sprite names".
If your atlas software has an option to "rotate" the resulting frames, you must disable it.

You can choose to either load the data externally, by providing a URL to a json file.
Or you can pass in a JSON object or String via the atlasData parameter.
If you pass a String the data is automatically run through JSON.parse and then immediately added to the Phaser.Cache.

If URLs are provided the files are not loaded immediately after calling this method, but are added to the load queue.

The key must be a unique String. It is used to add the file to the Phaser.Cache upon successful load.

Retrieve the file via Cache.getImage(key). JSON files are automatically parsed upon load.
If you need to control when the JSON is parsed then use Loader.text instead and parse the JSON file as needed.

The URLs can be relative or absolute. If the URL is relative the Loader.baseURL and Loader.path values will be prepended to it.

If the textureURL isn't specified then the Loader will take the key and create a filename from that.
For example if the key is "player" and textureURL is null then the Loader will set the URL to be "player.png".
The same is true for the atlasURL. If atlasURL isn't specified and no atlasData has been provided then the Loader will
set the atlasURL to be the key. For example if the key is "player" the atlasURL will be set to "player.json".

If you do not desire this action then provide URLs and / or a data object.

Parameters:

		Name

		Type

		Argument

		Description

                key

string

Unique asset key of the texture atlas file.

                textureURL

string

                    <optional>

URL of the texture atlas image file. If undefined or null the url will be set to <key>.png, i.e. if key was "alien" then the URL will be "alien.png".

                atlasURL

string

                    <optional>

URL of the texture atlas data file. If undefined or null and no atlasData is given, the url will be set to <key>.json, i.e. if key was "alien" then the URL will be "alien.json".

                atlasData

object

                    <optional>

A JSON data object. You don't need this if the data is being loaded from a URL.

Returns:

Phaser.Loader

 -

This Loader instance.

Source -
    loader/Loader.js, line 1551

atlasXML(key, textureURL, atlasURL, atlasData) → {Phaser.Loader}

Adds a Texture Atlas file to the current load queue.

This call expects the atlas data to be in the Starling XML data format.

To create the Texture Atlas you can use tools such as:

Texture Packer
Shoebox

If using Texture Packer we recommend you enable "Trim sprite names".
If your atlas software has an option to "rotate" the resulting frames, you must disable it.

You can choose to either load the data externally, by providing a URL to an xml file.
Or you can pass in an XML object or String via the atlasData parameter.
If you pass a String the data is automatically run through Loader.parseXML and then immediately added to the Phaser.Cache.

If URLs are provided the files are not loaded immediately after calling this method, but are added to the load queue.

The key must be a unique String. It is used to add the file to the Phaser.Cache upon successful load.

Retrieve the file via Cache.getImage(key). XML files are automatically parsed upon load.
If you need to control when the XML is parsed then use Loader.text instead and parse the XML file as needed.

The URLs can be relative or absolute. If the URL is relative the Loader.baseURL and Loader.path values will be prepended to it.

If the textureURL isn't specified then the Loader will take the key and create a filename from that.
For example if the key is "player" and textureURL is null then the Loader will set the URL to be "player.png".
The same is true for the atlasURL. If atlasURL isn't specified and no atlasData has been provided then the Loader will
set the atlasURL to be the key. For example if the key is "player" the atlasURL will be set to "player.xml".

If you do not desire this action then provide URLs and / or a data object.

Parameters:

		Name

		Type

		Argument

		Description

                key

string

Unique asset key of the texture atlas file.

                textureURL

string

                    <optional>

URL of the texture atlas image file. If undefined or null the url will be set to <key>.png, i.e. if key was "alien" then the URL will be "alien.png".

                atlasURL

string

                    <optional>

URL of the texture atlas data file. If undefined or null and no atlasData is given, the url will be set to <key>.json, i.e. if key was "alien" then the URL will be "alien.xml".

                atlasData

object

                    <optional>

An XML data object. You don't need this if the data is being loaded from a URL.

Returns:

Phaser.Loader

 -

This Loader instance.

Source -
    loader/Loader.js, line 1597

audio(key, urls, autoDecode) → {Phaser.Loader}

Adds an audio file to the current load queue.

The file is not loaded immediately after calling this method. The file is added to the queue ready to be loaded when the loader starts.

The key must be a unique String. It is used to add the file to the Phaser.Cache upon successful load.

Retrieve the file via Cache.getSound(key).

The URL can be relative or absolute. If the URL is relative the Loader.baseURL and Loader.path values will be prepended to it.

Mobile warning: There are some mobile devices (certain iPad 2 and iPad Mini revisions) that cannot play 48000 Hz audio.
When they try to play the audio becomes extremely distorted and buzzes, eventually crashing the sound system.
The solution is to use a lower encoding rate such as 44100 Hz.

Parameters:

		Name

		Type

		Argument

		Default

		Description

                key

string

Unique asset key of the audio file.

                urls

string
|

Array.<string>
|

Array.<object>

Either a single string or an array of URIs or pairs of {uri: .., type: ..}.
   If an array is specified then the first URI (or URI + mime pair) that is device-compatible will be selected.
   For example: "jump.mp3", ['jump.mp3', 'jump.ogg', 'jump.m4a'], or [{uri: "data:<opus_resource>", type: 'opus'}, 'fallback.mp3'].
   BLOB and DATA URIs can be used but only support automatic detection when used in the pair form; otherwise the format must be manually checked before adding the resource.

                autoDecode

boolean

                    <optional>

                    true

When using Web Audio the audio files can either be decoded at load time or run-time.
   Audio files can't be played until they are decoded and, if specified, this enables immediate decoding. Decoding is a non-blocking async process, however it consumes huge amounts of CPU time on mobiles especially.

Returns:

Phaser.Loader

 -

This Loader instance.

Source -
    loader/Loader.js, line 1098

audioSprite(key, urls, jsonURL, jsonData, autoDecode) → {Phaser.Loader}

Adds an audio sprite file to the current load queue.

The file is not loaded immediately after calling this method. The file is added to the queue ready to be loaded when the loader starts.

The key must be a unique String. It is used to add the file to the Phaser.Cache upon successful load.

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

Retrieve the file via Cache.getSoundData(key).

The URL can be relative or absolute. If the URL is relative the Loader.baseURL and Loader.path values will be prepended to it.

Parameters:

		Name

		Type

		Argument

		Default

		Description

                key

string

Unique asset key of the audio file.

                urls

Array
|

string

An array containing the URLs of the audio files, i.e.: [ 'audiosprite.mp3', 'audiosprite.ogg', 'audiosprite.m4a' ] or a single string containing just one URL.

                jsonURL

string

                    <optional>

                    null

The URL of the audiosprite configuration JSON object. If you wish to pass the data directly set this parameter to null.

                jsonData

string
|

object

                    <optional>

                    null

A JSON object or string containing the audiosprite configuration data. This is ignored if jsonURL is not null.

                autoDecode

boolean

                    <optional>

                    true

When using Web Audio the audio files can either be decoded at load time or run-time.
   Audio files can't be played until they are decoded and, if specified, this enables immediate decoding. Decoding is a non-blocking async process, however it consumes huge amounts of CPU time on mobiles especially.

Returns:

Phaser.Loader

 -

This Loader instance.

Source -
    loader/Loader.js, line 1141

audiosprite(key, urls, jsonURL, jsonData, autoDecode) → {Phaser.Loader}

A legacy alias for Loader.audioSprite. Please see that method for documentation.

Parameters:

		Name

		Type

		Argument

		Default

		Description

                key

string

Unique asset key of the audio file.

                urls

Array
|

string

An array containing the URLs of the audio files, i.e.: [ 'audiosprite.mp3', 'audiosprite.ogg', 'audiosprite.m4a' ] or a single string containing just one URL.

                jsonURL

string

                    <optional>

                    null

The URL of the audiosprite configuration JSON object. If you wish to pass the data directly set this parameter to null.

                jsonData

string
|

object

                    <optional>

                    null

A JSON object or string containing the audiosprite configuration data. This is ignored if jsonURL is not null.

                autoDecode

boolean

                    <optional>

                    true

When using Web Audio the audio files can either be decoded at load time or run-time.
   Audio files can't be played until they are decoded and, if specified, this enables immediate decoding. Decoding is a non-blocking async process, however it consumes huge amounts of CPU time on mobiles especially.

Returns:

Phaser.Loader

 -

This Loader instance.

Source -
    loader/Loader.js, line 1200

binary(key, url, callback, callbackContext) → {Phaser.Loader}

Adds a binary file to the current load queue.

The file is not loaded immediately after calling this method. The file is added to the queue ready to be loaded when the loader starts.

The key must be a unique String. It is used to add the file to the Phaser.Cache upon successful load.

Retrieve the file via Cache.getBinary(key).

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.bin". It will always add .bin as the extension.
If you do not desire this action then provide a URL.

It will be loaded via xhr with a responseType of "arraybuffer". You can specify an optional callback to process the file after load.
When the callback is called it will be passed 2 parameters: the key of the file and the file data.

WARNING: If a callback is specified the data will be set to whatever it returns. Always return the data object, even if you didn't modify it.

Parameters:

		Name

		Type

		Argument

		Default

		Description

                key

string

Unique asset key of the binary file.

                url

string

                    <optional>

URL of the binary file. If undefined or null the url will be set to <key>.bin, i.e. if key was "alien" then the URL will be "alien.bin".

                callback

function

                    <optional>

                    (none)

Optional callback that will be passed the file after loading, so you can perform additional processing on it.

                callbackContext

object

                    <optional>

The context under which the callback will be applied. If not specified it will use the callback itself as the context.

Returns:

Phaser.Loader

 -

This Loader instance.

Source -
    loader/Loader.js, line 1016

bitmapFont(key, textureURL, atlasURL, atlasData, xSpacing, ySpacing) → {Phaser.Loader}

Adds Bitmap Font files to the current load queue.

To create the Bitmap Font files you can use:

BMFont (Windows, free): http://www.angelcode.com/products/bmfont/
Glyph Designer (OS X, commercial): http://www.71squared.com/en/glyphdesigner
Littera (Web-based, free): http://kvazars.com/littera/

You can choose to either load the data externally, by providing a URL to an xml file.
Or you can pass in an XML object or String via the xmlData parameter.
If you pass a String the data is automatically run through Loader.parseXML and then immediately added to the Phaser.Cache.

If URLs are provided the files are not loaded immediately after calling this method, but are added to the load queue.

The key must be a unique String. It is used to add the file to the Phaser.Cache upon successful load.

Retrieve the file via Cache.getBitmapFont(key). XML files are automatically parsed upon load.
If you need to control when the XML is parsed then use Loader.text instead and parse the XML file as needed.

The URLs can be relative or absolute. If the URL is relative the Loader.baseURL and Loader.path values will be prepended to it.

If the textureURL isn't specified then the Loader will take the key and create a filename from that.
For example if the key is "megaFont" and textureURL is null then the Loader will set the URL to be "megaFont.png".
The same is true for the atlasURL. If atlasURL isn't specified and no atlasData has been provided then the Loader will
set the atlasURL to be the key. For example if the key is "megaFont" the atlasURL will be set to "megaFont.xml".

If you do not desire this action then provide URLs and / or a data object.

Parameters:

		Name

		Type

		Argument

		Default

		Description

                key

string

Unique asset key of the bitmap font.

                textureURL

string

URL of the Bitmap Font texture file. If undefined or null the url will be set to <key>.png, i.e. if key was "megaFont" then the URL will be "megaFont.png".

                atlasURL

string

URL of the Bitmap Font atlas file (xml/json). If undefined or null AND atlasData is null, the url will be set to <key>.xml, i.e. if key was "megaFont" then the URL will be "megaFont.xml".

                atlasData

object

An optional Bitmap Font atlas in string form (stringified xml/json).

                xSpacing

number

                    <optional>

                    0

If you'd like to add additional horizontal spacing between the characters then set the pixel value here.

                ySpacing

number

                    <optional>

                    0

If you'd like to add additional vertical spacing between the lines then set the pixel value here.

Returns:

Phaser.Loader

 -

This Loader instance.

Source -
    loader/Loader.js, line 1414

checkKeyExists(type, key) → {boolean}

Check whether a file/asset with a specific key is queued to be loaded.

To access a loaded asset use Phaser.Cache, eg. Phaser.Cache#checkImageKey

Parameters:

		Name

		Type

		Description

                type

string

The type asset you want to check.

                key

string

Key of the asset you want to check.

Returns:

boolean

 -

Return true if exists, otherwise return false.

Source -
    loader/Loader.js, line 390

getAsset(type, key) → {any}

Find a file/asset with a specific key.

Only assets in the download file queue will be found.

Parameters:

		Name

		Type

		Description

                type

string

The type asset you want to check.

                key

string

Key of the asset you want to check.

Returns:

any

 -

Returns an object if found that has 2 properties: index and file; otherwise a non-true value is returned.
    The index may change and should only be used immediately following this call.

Source -
    loader/Loader.js, line 441

getAssetIndex(type, key) → {number}

Get the queue-index of the file/asset with a specific key.

Only assets in the download file queue will be found.

Parameters:

		Name

		Type

		Description

                type

string

The type asset you want to check.

                key

string

Key of the asset you want to check.

Returns:

number

 -

The index of this key in the filelist, or -1 if not found.
    The index may change and should only be used immediately following this call

Source -
    loader/Loader.js, line 406

image(key, url, overwrite) → {Phaser.Loader}

Adds an Image to the current load queue.

The file is not loaded immediately after calling this method. The file is added to the queue ready to be loaded when the loader starts.

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 Phaser.Cache upon successful load.

Retrieve the image via Cache.getImage(key)

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.
If you do not desire this action then provide a URL.

This method also supports passing in a texture object as the url argument. This allows you to load
compressed textures into Phaser. You can also use Loader.texture to do this.

Compressed Textures are a WebGL only feature, and require 3rd party tools to create.
Available tools include Texture Packer, PVRTexTool, DirectX Texture Tool and Mali Texture Compression Tool.

Supported texture compression formats are: PVRTC, S3TC and ETC1.
Supported file formats are: PVR, DDS, KTX and PKM.

The formats that support all 3 compression algorithms are PVR and KTX.
PKM only supports ETC1, and DDS only S3TC for now.

The texture path object looks like this:

load.image('factory', {
    etc1: 'assets/factory_etc1.pkm',
    s3tc: 'assets/factory_dxt1.pvr',
    pvrtc: 'assets/factory_pvrtc.pvr',
    truecolor: 'assets/factory.png'
});

The truecolor property points to a standard PNG file, that will be used if none of the
compressed formats are supported by the browser / GPU.

Parameters:

		Name

		Type

		Argument

		Default

		Description

                key

string

Unique asset key of this image file.

                url

string
|

object

                    <optional>

URL of an image file. If undefined or null the url will be set to <key>.png, i.e. if key was "alien" then the URL will be "alien.png". Can also be a texture data object.

                overwrite

boolean

                    <optional>

                    false

If an unloaded file with a matching key already exists in the queue, this entry will overwrite it.

Returns:

Phaser.Loader

 -

This Loader instance.

Source -
    loader/Loader.js, line 693

images(keys, urls) → {Phaser.Loader}

Adds an array of images to the current load queue.

It works by passing each element of the array to the Loader.image method.

The files are not loaded immediately after calling this method. The files are added to the queue ready to be loaded when the loader starts.

Phaser can load all common image types: png, jpg, gif and any other format the browser can natively handle.

The keys must be unique Strings. They are used to add the files to the Phaser.Cache upon successful load.

Retrieve the images via Cache.getImage(key)

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.
If you do not desire this action then provide a URL.

Parameters:

		Name

		Type

		Argument

		Description

                keys

array

An array of unique asset keys of the image files.

                urls

array

                    <optional>

Optional array of URLs. If undefined or null the url will be set to <key>.png, i.e. if key was "alien" then the URL will be "alien.png". If provided the URLs array length must match the keys array length.

Returns:

Phaser.Loader

 -

This Loader instance.

Source -
    loader/Loader.js, line 827

json(key, url, overwrite) → {Phaser.Loader}

Adds a JSON file to the current load queue.

The file is not loaded immediately after calling this method. The file is added to the queue ready to be loaded when the loader starts.

The key must be a unique String. It is used to add the file to the Phaser.Cache upon successful load.

Retrieve the file via Cache.getJSON(key). JSON files are automatically parsed upon load.
If you need to control when the JSON is parsed then use Loader.text instead and parse the text file as needed.

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.json". It will always add .json as the extension.
If you do not desire this action then provide a URL.

Parameters:

		Name

		Type

		Argument

		Default

		Description

                key

string

Unique asset key of the json file.

                url

string

                    <optional>

URL of the JSON file. If undefined or null the url will be set to <key>.json, i.e. if key was "alien" then the URL will be "alien.json".

                overwrite

boolean

                    <optional>

                    false

If an unloaded file with a matching key already exists in the queue, this entry will overwrite it.

Returns:

Phaser.Loader

 -

This Loader instance.

Source -
    loader/Loader.js, line 899

pack(key, url, data, callbackContext) → {Phaser.Loader}

Add a JSON resource pack ('packfile') to the Loader.

A packfile is a JSON file that contains a list of assets to the be loaded.
Please see the example 'loader/asset pack' in the Phaser Examples repository.

Packs are always put before the first non-pack file that is not loaded / loading.

This means that all packs added before any loading has started are added to the front
of the file queue, in the order added.

The key must be a unique String. It is used to add the file to the Phaser.Cache upon successful load.

The URL of the packfile can be relative or absolute. If the URL is relative the Loader.baseURL and Loader.path values will be prepended to it.

Parameters:

		Name

		Type

		Argument

		Default

		Description

                key

string

Unique asset key of this resource pack.

                url

string

                    <optional>

URL of the Asset Pack JSON file. If you wish to pass a json object instead set this to null and pass the object as the data parameter.

                data

object

                    <optional>

The Asset Pack JSON data. Use this to pass in a json data object rather than loading it from a URL. TODO

                callbackContext

object

                    <optional>

                    (loader)

Some Loader operations, like Binary and Script require a context for their callbacks. Pass the context here.

Returns:

Phaser.Loader

 -

This Loader instance.

Source -
    loader/Loader.js, line 613

physics(key, url, data, format) → {Phaser.Loader}

Adds a physics data file to the current load queue.

The data must be in Lime + Corona JSON format. Physics Editor by code'n'web exports in this format natively.

You can choose to either load the data externally, by providing a URL to a json file.
Or you can pass in a JSON object or String via the data parameter.
If you pass a String the data is automatically run through JSON.parse and then immediately added to the Phaser.Cache.

If a URL is provided the file is not loaded immediately after calling this method, but is added to the load queue.

The key must be a unique String. It is used to add the file to the Phaser.Cache upon successful load.

Retrieve the file via Cache.getJSON(key). JSON files are automatically parsed upon load.
If you need to control when the JSON is parsed then use Loader.text instead and parse the text file as needed.

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 and no data is given then the Loader will take the key and create a filename from that.
For example if the key is "alien" and no URL or data is given then the Loader will set the URL to be "alien.json".
It will always use .json as the extension.

If you do not desire this action then provide a URL or data object.

Parameters:

		Name

		Type

		Argument

		Default

		Description

                key

string

Unique asset key of the physics json data.

                url

string

                    <optional>

URL of the physics data file. If undefined or null and no data is given the url will be set to <key>.json, i.e. if key was "alien" then the URL will be "alien.json".

                data

object
|

string

                    <optional>

An optional JSON data object. If given then the url is ignored and this JSON object is used for physics data instead.

                format

string

                    <optional>

                    Phaser.Physics.LIME_CORONA_JSON

The format of the physics data.

Returns:

Phaser.Loader

 -

This Loader instance.

Source -
    loader/Loader.js, line 1353

<internal> removeAll()

Remove all file loading requests - this is insufficient to stop current loading. Use reset instead.

Internal:

This member is internal (protected) and may be modified or removed in the future.

Source -
    loader/Loader.js, line 1829

<internal> removeFile(type, key)

Remove a file/asset from the loading queue.

A file that is loaded or has started loading cannot be removed.

Parameters:

		Name

		Type

		Description

                type

string

The type of resource to add to the list (image, audio, xml, etc).

                key

string

Key of the file you want to remove.

Internal:

This member is internal (protected) and may be modified or removed in the future.

Source -
    loader/Loader.js, line 1805

<internal> replaceInFileList(type, key, url, properties)

Internal function that replaces an existing entry in the file list with a new one. Do not call directly.

Parameters:

		Name

		Type

		Description

                type

string

The type of resource to add to the list (image, audio, xml, etc).

                key

string

The unique Cache ID key of this resource.

                url

string

The URL the asset will be loaded from.

                properties

object

Any additional properties needed to load the file.

Internal:

This member is internal (protected) and may be modified or removed in the future.

Source -
    loader/Loader.js, line 597

<internal> reset(hard, clearEvents)

Reset the loader and clear any queued assets. If Loader.resetLocked is true this operation will abort.

This will abort any loading and clear any queued assets.

Optionally you can clear any associated events.

Parameters:

		Name

		Type

		Argument

		Default

		Description

                hard

boolean

                    <optional>

                    false

If true then the preload sprite and other artifacts may also be cleared.

                clearEvents

boolean

                    <optional>

                    false

If true then the all Loader signals will have removeAll called on them.

Internal:

This member is internal (protected) and may be modified or removed in the future.

Source -
    loader/Loader.js, line 465

<internal> resize()

Called automatically by ScaleManager when the game resizes in RESIZE scalemode.

This can be used to adjust the preloading sprite size, eg.

Internal:

This member is internal (protected) and may be modified or removed in the future.

Source -
    loader/Loader.js, line 373

script(key, url, callback, callbackContext) → {Phaser.Loader}

Adds a JavaScript file to the current load queue.

The file is not loaded immediately after calling this method. The file is added to the queue ready to be loaded when the loader starts.

The key must be a unique String.

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.
If you do not desire this action then provide a URL.

Upon successful load the JavaScript is automatically turned into a script tag and executed, so be careful what you load!

A callback, which will be invoked as the script tag has been created, can also be specified.
The callback must return relevant data.

Parameters:

		Name

		Type

		Argument

		Default

		Description

                key

string

Unique asset key of the script file.

                url

string

                    <optional>

URL of the JavaScript file. If undefined or null the url will be set to <key>.js, i.e. if key was "alien" then the URL will be "alien.js".

                callback

function

                    <optional>

                    (none)

Optional callback that will be called after the script tag has loaded, so you can perform additional processing.

                callbackContext

object

                    <optional>

                    (loader)

The context under which the callback will be applied. If not specified it will use the Phaser Loader as the context.

Returns:

Phaser.Loader

 -

This Loader instance.

Source -
    loader/Loader.js, line 981

setPreloadSprite(sprite, direction)

Set a Sprite to be a "preload" sprite by passing it to this method.

A "preload" sprite will have its width or height crop adjusted based on the percentage of the loader in real-time.
This allows you to easily make loading bars for games.

The sprite will automatically be made visible when calling this.

Parameters:

		Name

		Type

		Argument

		Default

		Description

                sprite

Phaser.Sprite
|

Phaser.Image

The sprite or image that will be cropped during the load.

                direction

number

                    <optional>

                    0

A value of zero means the sprite will be cropped horizontally, a value of 1 means its will be cropped vertically.

Source -
    loader/Loader.js, line 338

shader(key, url, overwrite) → {Phaser.Loader}

Adds a fragment shader file to the current load queue.

The file is not loaded immediately after calling this method. The file is added to the queue ready to be loaded when the loader starts.

The key must be a unique String. It is used to add the file to the Phaser.Cache upon successful load.

Retrieve the file via Cache.getShader(key).

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 "blur"
and no URL is given then the Loader will set the URL to be "blur.frag". It will always add .frag as the extension.
If you do not desire this action then provide a URL.

Parameters:

		Name

		Type

		Argument

		Default

		Description

                key

string

Unique asset key of the fragment file.

                url

string

                    <optional>

URL of the fragment file. If undefined or null the url will be set to <key>.frag, i.e. if key was "blur" then the URL will be "blur.frag".

                overwrite

boolean

                    <optional>

                    false

If an unloaded file with a matching key already exists in the queue, this entry will overwrite it.

Returns:

Phaser.Loader

 -

This Loader instance.

Source -
    loader/Loader.js, line 927

spritesheet(key, url, frameWidth, frameHeight, frameMax, margin, spacing, skipFrames) → {Phaser.Loader}

Adds a Sprite Sheet to the current load queue.

The file is not loaded immediately after calling this method. The file is added to the queue ready to be loaded when the loader starts.

To clarify the terminology that Phaser uses: A Sprite Sheet is an image containing frames, usually of an animation, that are all equal
dimensions and often in sequence. For example if the frame size is 32x32 then every frame in the sprite sheet will be that size.
Sometimes (outside of Phaser) the term "sprite sheet" is used to refer to a texture atlas.
A Texture Atlas works by packing together images as best it can, using whatever frame sizes it likes, often with cropping and trimming
the frames in the process. Software such as Texture Packer, Flash CC or Shoebox all generate texture atlases, not sprite sheets.
If you've got an atlas then use Loader.atlas instead.

The key must be a unique String. It is used to add the image to the Phaser.Cache upon successful load.

Retrieve the file via Cache.getImage(key). Sprite sheets, being image based, live in the same Cache as all other Images.

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.
If you do not desire this action then provide a URL.

Parameters:

		Name

		Type

		Argument

		Default

		Description

                key

string

Unique asset key of the sheet file.

                url

string

URL of the sprite sheet file. If undefined or null the url will be set to <key>.png, i.e. if key was "alien" then the URL will be "alien.png".

                frameWidth

number

Width in pixels of a single frame in the sprite sheet.

                frameHeight

number

Height in pixels of a single frame in the sprite sheet.

                frameMax

number

                    <optional>

                    -1

How many frames in this sprite sheet. If not specified it will divide the whole image into frames.

                margin

number

                    <optional>

                    0

If the frames have been drawn with a margin, specify the amount here.

                spacing

number

                    <optional>

                    0

If the frames have been drawn with spacing between them, specify the amount here.

                skipFrames

number

                    <optional>

                    0

Skip a number of frames. Useful when there are multiple sprite sheets in one image.

Returns:

Phaser.Loader

 -

This Loader instance.

Source -
    loader/Loader.js, line 1054

start()

Start loading the assets. Normally you don't need to call this yourself as the StateManager will do so.

Source -
    loader/Loader.js, line 1842

text(key, url, overwrite) → {Phaser.Loader}

Adds a Text file to the current load queue.

The file is not loaded immediately after calling this method. The file is added to the queue ready to be loaded when the loader starts.

The key must be a unique String. It is used to add the file to the Phaser.Cache upon successful load.

Retrieve the file via Cache.getText(key)

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.txt". It will always add .txt as the extension.
If you do not desire this action then provide a URL.

Parameters:

		Name

		Type

		Argument

		Default

		Description

                key

string

Unique asset key of the text file.

                url

string

                    <optional>

URL of the text file. If undefined or null the url will be set to <key>.txt, i.e. if key was "alien" then the URL will be "alien.txt".

                overwrite

boolean

                    <optional>

                    false

If an unloaded file with a matching key already exists in the queue, this entry will overwrite it.

Returns:

Phaser.Loader

 -

This Loader instance.

Source -
    loader/Loader.js, line 872

texture(key, object, overwrite) → {Phaser.Loader}

Adds a Compressed Texture Image to the current load queue.

Compressed Textures are a WebGL only feature, and require 3rd party tools to create.
Available tools include Texture Packer, PVRTexTool, DirectX Texture Tool and Mali Texture Compression Tool.

Supported texture compression formats are: PVRTC, S3TC and ETC1.
Supported file formats are: PVR, DDS, KTX and PKM.

The formats that support all 3 compression algorithms are PVR and KTX.
PKM only supports ETC1, and DDS only S3TC for now.

The texture path object looks like this:

load.texture('factory', {
    etc1: 'assets/factory_etc1.pkm',
    s3tc: 'assets/factory_dxt1.pvr',
    pvrtc: 'assets/factory_pvrtc.pvr',
    truecolor: 'assets/factory.png'
});

The truecolor property points to a standard PNG file, that will be used if none of the
compressed formats are supported by the browser / GPU.

The file is not loaded immediately after calling this method. The file is added to the queue ready to be loaded when the loader starts.

The key must be a unique String. It is used to add the file to the Phaser.Cache upon successful load.

Retrieve the image via Cache.getImage(key)

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.pvr". It will always add .pvr as the extension.
If you do not desire this action then provide a URL.

Parameters:

		Name

		Type

		Argument

		Default

		Description

                key

string

Unique asset key of this image file.

                object

object

The texture path data object.

                overwrite

boolean

                    <optional>

                    false

If an unloaded file with a matching key already exists in the queue, this entry will overwrite it.

Returns:

Phaser.Loader

 -

This Loader instance.

Source -
    loader/Loader.js, line 755

tilemap(key, url, data, format) → {Phaser.Loader}

Adds a Tile Map data file to the current load queue.

Phaser can load data in two different formats: CSV and Tiled JSON.

Tiled is a free software package, specifically for creating tilemaps, and is available from http://www.mapeditor.org

You can choose to either load the data externally, by providing a URL to a json file.
Or you can pass in a JSON object or String via the data parameter.
If you pass a String the data is automatically run through JSON.parse and then immediately added to the Phaser.Cache.

If a URL is provided the file is not loaded immediately after calling this method, but is added to the load queue.

The key must be a unique String. It is used to add the file to the Phaser.Cache upon successful load.

Retrieve the file via Cache.getTilemapData(key). JSON files are automatically parsed upon load.
If you need to control when the JSON is parsed then use Loader.text instead and parse the text file as needed.

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 and no data is given then the Loader will take the key and create a filename from that.
For example if the key is "level1" and no URL or data is given then the Loader will set the URL to be "level1.json".
If you set the format to be Tilemap.CSV it will set the URL to be "level1.csv" instead.

If you do not desire this action then provide a URL or data object.

Parameters:

		Name

		Type

		Argument

		Default

		Description

                key

string

Unique asset key of the tilemap data.

                url

string

                    <optional>

URL of the tile map file. If undefined or null and no data is given the url will be set to <key>.json, i.e. if key was "level1" then the URL will be "level1.json".

                data

object
|

string

                    <optional>

An optional JSON data object. If given then the url is ignored and this JSON object is used for map data instead.

                format

number

                    <optional>

                    Phaser.Tilemap.CSV

The format of the map data. Either Phaser.Tilemap.CSV or Phaser.Tilemap.TILED_JSON.

Returns:

Phaser.Loader

 -

This Loader instance.

Source -
    loader/Loader.js, line 1272

<internal> totalLoadedFiles() → {number}

Returns the number of files that have already been loaded, even if they errored.

Returns:

number

 -

The number of files that have already been loaded (even if they errored)

Internal:

This member is internal (protected) and may be modified or removed in the future.

Source -
    loader/Loader.js, line 3113

<internal> totalLoadedPacks() → {number}

Returns the number of asset packs that have already been loaded, even if they errored.

Returns:

number

 -

The number of asset packs that have already been loaded (even if they errored)

Internal:

This member is internal (protected) and may be modified or removed in the future.

Source -
    loader/Loader.js, line 3139

<internal> totalQueuedFiles() → {number}

Returns the number of files still waiting to be processed in the load queue. This value decreases as each file in the queue is loaded.

Returns:

number

 -

The number of files that still remain in the load queue.

Internal:

This member is internal (protected) and may be modified or removed in the future.

Source -
    loader/Loader.js, line 3126

<internal> totalQueuedPacks() → {number}

Returns the number of asset packs still waiting to be processed in the load queue. This value decreases as each pack in the queue is loaded.

Returns:

number

 -

The number of asset packs that still remain in the load queue.

Internal:

This member is internal (protected) and may be modified or removed in the future.

Source -
    loader/Loader.js, line 3152

<internal> transformUrl(url, file) → {string}

Transforms the asset URL.

The default implementation prepends the baseURL if the url doesn't begin with http or //

Parameters:

		Name

		Type

		Description

                url

string

The url to transform.

                file

object

The file object being transformed.

Returns:

string

 -

The transformed url. In rare cases where the url isn't specified it will return false instead.

Internal:

This member is internal (protected) and may be modified or removed in the future.

Source -
    loader/Loader.js, line 2169

video(key, urls, loadEvent, asBlob) → {Phaser.Loader}

Adds a video file to the current load queue.

The file is not loaded immediately after calling this method. The file is added to the queue ready to be loaded when the loader starts.

The key must be a unique String. It is used to add the file to the Phaser.Cache upon successful load.

Retrieve the file via Cache.getVideo(key).

The URL can be relative or absolute. If the URL is relative the Loader.baseURL and Loader.path values will be prepended to it.

You don't need to preload a video in order to play it in your game. See Video.createVideoFromURL for details.

Parameters:

		Name

		Type

		Argument

		Default

		Description

                key

string

Unique asset key of the video file.

                urls

string
|

Array.<string>
|

Array.<object>

Either a single string or an array of URIs or pairs of {uri: .., type: ..}.
   If an array is specified then the first URI (or URI + mime pair) that is device-compatible will be selected.
   For example: "boom.mp4", ['boom.mp4', 'boom.ogg', 'boom.webm'], or [{uri: "data:<opus_resource>", type: 'opus'}, 'fallback.mp4'].
   BLOB and DATA URIs can be used but only support automatic detection when used in the pair form; otherwise the format must be manually checked before adding the resource.

                loadEvent

string

                    <optional>

                    'canplaythrough'

This sets the Video source event to listen for before the load is considered complete.
   'canplaythrough' implies the video has downloaded enough, and bandwidth is high enough that it can be played to completion.
   'canplay' implies the video has downloaded enough to start playing, but not necessarily to finish.
   'loadeddata' just makes sure that the video meta data and first frame have downloaded. Phaser uses this value automatically if the
   browser is detected as being Firefox and no loadEvent is given, otherwise it defaults to canplaythrough.

                asBlob

boolean

                    <optional>

                    false

Video files can either be loaded via the creation of a video element which has its src property set.
   Or they can be loaded via xhr, stored as binary data in memory and then converted to a Blob. This isn't supported in IE9 or Android 2.
   If you need to have the same video playing at different times across multiple Sprites then you need to load it as a Blob.

Returns:

Phaser.Loader

 -

This Loader instance.

Source -
    loader/Loader.js, line 1218

withSyncPoint(callback, callbackContext) → {Phaser.Loader}

Add a synchronization point to the assets / files added within the supplied callback.

A synchronization point denotes that an asset must be completely loaded before
subsequent assets can be loaded. An asset marked as a sync-point does not need to wait
for previous assets to load (unless they are sync-points). Resources, such as packs, may still
be downloaded around sync-points, as long as they do not finalize loading.

Parameters:

		Name

		Type

		Argument

		Default

		Description

                callback

function

The callback is invoked and is supplied with a single argument: the loader.

                callbackContext

object

                    <optional>

                    (loader)

Context for the callback.

Returns:

Phaser.Loader

 -

This Loader instance.

Source -
    loader/Loader.js, line 1756

xml(key, url, overwrite) → {Phaser.Loader}

Adds an XML file to the current load queue.

The file is not loaded immediately after calling this method. The file is added to the queue ready to be loaded when the loader starts.

The key must be a unique String. It is used to add the file to the Phaser.Cache upon successful load.

Retrieve the file via Cache.getXML(key).

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.xml". It will always add .xml as the extension.
If you do not desire this action then provide a URL.

Parameters:

		Name

		Type

		Argument

		Default

		Description

                key

string

Unique asset key of the xml file.

                url

string

                    <optional>

URL of the XML file. If undefined or null the url will be set to <key>.xml, i.e. if key was "alien" then the URL will be "alien.xml".

                overwrite

boolean

                    <optional>

                    false

If an unloaded file with a matching key already exists in the queue, this entry will overwrite it.

Returns:

Phaser.Loader

 -

This Loader instance.

Source -
    loader/Loader.js, line 954

		Phaser Copyright © 2012-2016 Photon Storm Ltd.

		Documentation generated by JSDoc 3.4.3
		on Mon Jan 09 2017 13:26:59 GMT+0000 (GMT Standard Time) using the DocStrap template.

redpajama_set_name: RedPajamaGithub


text:
Lake County ist ein County im Bundesstaat South Dakota der Vereinigten Staaten. Das U.S. Census Bureau hat bei der Volkszählung 2020 eine Einwohnerzahl von 11.059 ermittelt. Der Verwaltungssitz (County Seat) ist Madison.

Geographie
Das County hat eine Fläche von 1.489 Quadratkilometern; davon sind 31 Quadratkilometer (2,06 Prozent) Wasserflächen. Er grenzt im Uhrzeigersinn an die Countys Brookings County im Nordosten, Moody County, Minnehaha County,  McCook County, Miner County und den Kingsbury County im Nordwesten.

Geschichte
Das County wurde am 8. Januar 1873 gegründet und ist nach den vielen Seen (eng.: "lakes") in der Gegend benannt.

15 Bauwerke und Stätten des Countys sind im National Register of Historic Places (NRHP) eingetragen (Stand 2. August 2018).

Bevölkerungsentwicklung

Städte und Gemeinden
 Städte (cities)
 Madison

 Gemeinden (towns)
 Nunda
 Ramona
 Wentworth

Townships
Der Bezirk teilt sich in 16 Townships: Badus, Chester, Clarno, Concord, Farmington, Franklin, Herman, Lake View, Le Roy, Nunda, Orland, Rutland, Summit, Wayne, Wentworth und Winfred.

Seen
Im Lake County gibt es mehrere Seen, die dem County seinen Namen gaben: Buffalo Slough, Brandt Lake, Davis Slough, Gilman Lake, Green Lake, Lake Badus, Lake Herman, Lake Madison, Long Lake, Mud Lake, Pelican Lake und der Round Lake.

Highways
Durch den Lake County führen folgende Highways:
   U.S. Highway 81
   South Dakota Highway 19
   South Dakota Highway 34

Weblinks

Einzelnachweise

redpajama_set_name: RedPajamaWikipedia


Employers are moving quickly to add telemedicine services to provide employees with an alternative to the traditional care delivery model. Our recent survey found that 30% of large employers now offer telemedicine, up from just 18% last year. Telemedicine is most commonly used for medical care, but it can also be utilized for behavioral health care. One example highlighted in a recent Washington Post article describes a situation in which the behavioral health televisit actually takes place during a patient's primary care visit, allowing the primary care provider, the behavioral health provider, and in this case even a separate psychiatrist, to coordinate care for the individual. The convenience afforded by telemedicine is perhaps even a bigger boon with behavioral health care, considering that there are fewer behavioral health providers available than primary care providers; patients may have to wait longer for appointments and travel further to find the appropriate provider. In addition, given that behavioral health visits tend to be ongoing, the opportunity for cost savings is amplified. If your telemedicine program also covers behavioral health, it's also important to let employees know how they can benefit from using it for these services as well as for medical care.


Your ruling planet, Venus, the astrological symbol of love and pleasure, begins the month in audacious Leo ... where walking proud and talking loud are appropriate. Now you're too refined to make a major fuss about yourself, but being a bit brassier is a good way to get attention and have a lot of fun. This transit lasts until July 22 in your 11th House of Pals, so having friends to run with could be a key to your social success.
If you're already in a relationship, participating in group activities and working for a cause are ways to spice up your situation. Making connections through organizations is favorable for singles seeking to meet someone new. It's possible, though, that your public or work-related responsibilities may demand a great deal of time and effort during the first three weeks of July.
The Sun is in your 10th House of Career where you gain a great deal of attention for being a leader. In any case, the month might get off to a rocky start with Venus' stressful square to restrictive Saturn on July 1. Although this could diminish self-worth or delay pleasure, at least it lets you know where you stand and what you need to do to improve your personal life.
A solar opposition to provocative Pluto on July 1 and a square with rebellious Uranus on July 3 may provoke feelings of mistrust, but are meant to clarify your desires, eliminate wasteful activities and encourage experimentation. July finishes with some friendlier notes as dreams, reality, optimism, and power are supported from July 26-30.


"Residents Lounge Fitness Center Elevator Wheelchair Accessible"
"Fitness Center Elevator Wheelchair Accessible"
"Outdoor Space Elevator Residents Lounge On Site Laundry Fitness Center Wheelchair Accessible"
"The clubhouse includes a fitness centre, resident lounge, barbecues, and fire pit!"
Fitness One Bedroom apartments at an average rent of $1125. The cheapest one bedroom rent is $915. The most expensive one bedroom price is $1200.
Fitness Two Bedroom apartments at an average rent of $1190. The cheapest two bedroom rent is $985. The most expensive two bedroom price is $1425.
Fitness Three Bedroom apartments at a rent of $1595.


text:
Jean Higbee O'Neill '38
Category: Obituary
Jean Higbee O'Neill, 100, died at her home in Menomonie on Saturday, September 24, 2016. She was born in La Crosse on August 9, 1916, the second of three daughters of Jesse and Edna Coren Higbee.
Jean enjoyed telling stories of her childhood adventures. When she was a young girl in the 1920s, automobiles were still somewhat new. Horse-drawn sleighs were common on the streets of La Crosse in winter, and watering troughs stood on some of the street corners. Jean obtained her driver's license in 1930 at age 14, and her parents made their Ford roadster available to their daughters. They enjoyed their unusual freedom to roam the city and countryside, usually with their friends in the rumble seat. Jean loved driving and was especially proud of her unblemished driving record of more than 80 years.
Jean graduated from La Crosse Central High School in 1934 and from the University of Wisconsin in Madison in 1938.
After college she returned to La Crosse and hosted a noon program on WKBH Radio.
In 1939 Jean married John W. O'Neill of Dodgeville, a medical student at the university. The two of them lived in Chicago and Madison until he completed his medical education at the University of Wisconsin in 1943. John was immediately inducted into the United States Army Medical Corps. During his service, Jean lived in La Crosse with their two young sons until the war ended and he returned from Europe.
In 1946 the O'Neills moved to Menomonie, where John joined the Steves, Halgren, and Long medical practice and later founded the Red Cedar Clinic with four other physicians. A daughter and two more sons were born in Menomonie. For many years Jean, like many women of her era, cared for her family at home.
The O'Neills ended their marriage in 1957. Jean was faced with the necessity of caring for her children alone and earning a living for herself and her family. She enrolled at Stout State College to earn a second bachelor's degree and later added a master's degree from Wisconsin State University-Eau Claire. Between 1960 and 1979, she taught English and social studies at Menomonie Junior High School. After she retired, she enjoyed encountering former students in Menomonie and remained friends with many of them.
Jean had a sunny personality. She was eager to see the bright side of things and strove to be easy to get along with. She had a wry and ironic sense of humor, and she took pleasure in intellectual games and challenges.
Jean had a firm sense of morality. She felt she knew what was right, and she held herself and those closest to her to high standards. She took pleasure in recognizing good people and praising them. Her firm convictions did not prevent her from being open to persuasion. A Republican for her first 50 years, she became a Democrat in the 1960s. As the war in Vietnam became an issue, Jean became part of the opposition to the war, and she remained politically active for the rest of her life.
Jean had a particular gift for relating to children. She could converse or play with a child without condescension, entering into the child's concerns with genuine interest. Agile even in old age, she could crawl on the floor with a toddler or hold a child on her lap to read a book. She loved to read to children, and by doing so, she nurtured their love of reading.
Jean loved music. She played the piano and enjoyed singing with family members and in organized groups, such as Sweet Adelines and the choir of Grace Episcopal Church. She also loved to read, both fiction and nonfiction, and she surrounded herself with newspapers, magazines, and books in her living room. Even into her late nineties she belonged to two book clubs. She was intensely interested in grammar and words, including their meanings, their pronunciation, and their usage.
She was interested in genealogy, doing extensive research into the history of her family and amassing a trove of information that she eventually donated to the Wisconsin Historical Society.
Jean served on the boards of the Menomonie Public Library and the Dunn County Historical Society, where she advocated for the establishment of the Caddie Woodlawn Memorial Park. She was a member of Wisconsin chapter AN of the P.E.O. Sisterhood for 55 years, serving two terms as president of her local chapter and on state committees.
Jean enjoyed creative writing throughout her life. In her eighties she joined the Chippewa Valley Writer's Group. The group published a collection in 2007, when Jean was 91. Called Just Read the Darn Thing, it includes poems and short essays by Jean. Jean also loved to write children's stories for her grandchildren and great-grandchildren,, assembling them by hand and illustrating them with photos cut from magazines.
Jean enjoyed a lifetime of summers at her family's cottage on Lac Courte Oreilles in Sawyer County. Her grandfather established the retreat in 1912, and Jean was fortunate to attend the family's centennial celebration with the third, fourth, fifth, and sixth generations to enjoy the cottage. In the Hayward area she took a special interest in the Courte Oreilles Lakes Association and the LCO Community College on the Lac Courte Oreilles Indian Reservation.
Jean led a fortunate life. Her parents valued education and sent their daughters to college when many people couldn't. She was fortunate in her health. Although her life was not free of pain or loss, her decline into old age was gradual, and it did not deprive her of the ability to converse and enjoy company and her intellectual pursuits. Furthermore, she was fortunate in her friendships, renewing and sustaining them over a lifetime and making new friends as she lost others to death.
Jean did encounter some serious challenges. Her divorce in midlife made her a single mother of five children – the youngest then just two years old – and required her to take responsibility for the economic survival of her family. And this responsibility came to her when her older, adolescent sons sometimes did more to create difficulties for her than help her overcome them. She faced these difficulties with maturity, modesty, courage, and good humor, and with the wisdom not to waste time lamenting her circumstances but to consider what needed to be done and to set about doing it.
Jean is survived by her younger sister, Nancy Pollock; by her five children: John O'Neill (Mary), Miki Odawa, James O'Neill, Barbara O'Neill, and Richard O'Neill (Mark Kile) and their families, including three grandchildren and four great-grandchildren; and by her P.E.O. sisters.
Jean was preceded in death by her older sister, Mary Cameron; daughter-in-law Suzanne O'Neill; and by her former husband, John W. O'Neill.
Burial will take place at Oak Grove Cemetery in La Crosse.
Gifts in Jean's name may be made to the Community Foundation of Dunn County, P.O. Box 498, Menomonie, WI 54751.
For more information, visit Dunn County News.
More Alumni Notes
Brandon P. Reiner '10 Promoted to Partner with Tannenbaum Helpern Syracuse and Hirschtritt, LLP
Tannenbaum Helpern is pleased to announce that Brandon P. Reiner '10 has been elevated to partner in the firm's Construction & Design Law pract...
Gratitude Letters: NBC Nightly News Spotlights Educator Lynn Dykhuizen Ovaska '91
I am a veteran teacher in New Mexico who graduated from UW–Madison in 1991. I have taught psychology and history in Los Alamos for almost 25 years,...
In Memoriam: Jean Ebenholtz MS'84
Jean Ebenholtz MS'84, a UW alumna, administrator, and strong advocate for students passed away in Lincoln, California, on June 8, 2022, at the age of 87.
Brandon Altenburg '14 Named to 30 Under 30 List
The National Recreation and Park Association (NRPA) named Brandon Altenburg '14 to its 30 Under 30 list for 2022.
Peter Clarkson '08 and JoLynn Henke '11 Take the Beauty Industry by Storm
Two UW alumni, JoLynn Henke '11 and Peter Clarkson '08 have joined forces to rewrite the script on the way we approach skincare.
Exam Week Dress Code: Outerwear, Recalls Kathleen Brown Reese '72
The fall semester of 1967, the heat went out on campus. It took three days, or thereabouts, to restore heat to all of the buildings …
Environmental-Themed Legal Thriller Wins 2022 Best of the Indie Press Award
In December, Jeffrey D. Boldt '78, JD'86's novel Blue Lake won a 2022 Best of the Indie Press Award from Kirkus Reviews.
Sage Communications Promotes Ariel Kalish-Glassman to Vice President, Strategic Growth
Sage Communications, a strategic marketing agency, announced the promotion of Ariel Kalish-Glassman '92 to the position of vice president, strategi...
Andrew Kent Named COO of 4Discovery
Andrew Kent '01 has been named Chief Operating Officer (COO) of 4Discovery, a digital forensics group with offices in Nashville, TN, and Chicago.
Monica Berry Featured in the Vanguard Law Magazine
Monica Berry JD'o1 of Dallas, TX, has been featured in Vanguard Law Magazine.
SEE ALL ALUMNI NOTES

redpajama_set_name: RedPajamaCommonCrawl


Editor's note: This story was updated at 5:20 p.m. Aug. 29, 2006, with additional information. Please visit Corrections & Clarifications to see what changed.
The U.S. Agency for International Development has awarded a blanket purchase agreement contract to Development InfoStructure (Devis), a provider of information technology consulting services.
BearingPoint leads a second team, which includes Northrop Grumman, IBM and CACI International. A third team is composed of AINS, Computer Sciences Corp. and a subsidiary of Oracle. A subsidiary of SRA International, Systems Research and Applications, leads the fourth.
The Principal Resource for Information Management Enterprise-wide BPA award, issued through the General Services Administration IT Schedule, is for modernizing and supporting USAID's worldwide business applications. The award runs through 2011 and has a $300 million ceiling.
Unisys, one of the biggest systems integrators with annual federal revenue near $1 billion, is partnering with Devis on the BPA, which will support USAID's Program Management Office, IT Systems Modernization and Maintenance Division studies, systems engineering, database design and administration. It will also support software design and customization, maintenance, technical support, and training, according to a Devis statement.
The division is responsible for more than 100 applications that support more than 6,000 users, according to the announcement.
Devis, which has supported USAID since 1992, manages data for the agency's international training programs and its extensive development loan guarantee portfolio. Both systems gather data and report on and support transactions from partner installations and missions worldwide.
The integrator, based in Arlington, Va., also provides USAID contractors with a software as a service product called AID-Project, which delivers online, on-demand support for work plans, approvals, documents and budgeting, the company said.


Fall is prime time for boxelder bugs, as they try to sneak into your home to escape the winter. Every year, they show up in literal droves, congregating on warm surfaces and sneaking through tiny gaps. Unfortunately, their prevalence, tiny size, and flat bodies make boxelders a particularly common indoor infiltrator. Fortunately, they're not nearly as difficult to keep out if you know how.
Boxelders use the same old tricks to get inside homes every year. They rely on worn-out defenses, tiny gaps, and neglected weatherproofing. If you can brush up on your home's anti-pest defenses this fall, you'll deprive boxelders of these tired tricks. Here are four easy projects that will seriously help keep boxelders–and other pests!–away this fall.
A door sweep is a long strip of rubber or plastic that's attached to a thin metal plank. Door sweeps essentially block the small gap between a door and its threshold without impeding the door's function. When you shut the door, the long strip pushes into the threshold gap. As you open the door, you push the strip away from the gap. Installing door sweeps helps keep doors energy efficient. They also help with pests like boxelders.
Boxelder bugs are surprisingly flat insects. They can fit through or (in this case) under smaller gaps than you'd expect. Often, boxelders squeeze beneath the threshold of exterior doors to get into your home. Installing door sweeps on exterior doors is a particularly easy way to prevent that. All you have to do is measure the width of each door and buy sweeps in corresponding sizes. Installing your sweeps is easy too; all you'll need is a drill and the sweep's instructions.
Weatherstripping is material (rubber, plastic, vinyl, tape, etc.) used to seal gaps between windows or doors and their frames. All of your home's window and door frames probably have it, even if you don't know it's there. Weatherstripping compresses when the window or door closes, sealing off the gap between the moving parts and the frames. If it's working correctly, weatherstripping completely seals the window or door when closed, leaving no gap whatsoever.
Over time, weatherstripping naturally wears away. Weather and cold beat it down, and opening and shutting doors can damage it. When weatherstripping wears out, it can no longer create a perfect seal around windows or doors. Boxelders can use openings between weatherstripping and frames to get inside. Check on the weatherstripping around your doors and windows. If it comes off easily or looks worn, replace it. Sealing your window and door frames is one of the best ways you can keep all pests out.
By utility lines, we mean plumbing pipes, gas lines, electrical wiring–any infrastructure that enters your home from outside. There are small openings all around your home where these important utility lines enter it. Unfortunately, sometimes those openings aren't small enough. Often, pests like boxelder bugs will follow a pipe or electrical wire straight through these small gaps. From there, they could end up in the walls, the insulation, or even in your basement or attic.
It's a good idea to know where all of your utilities enter your home. Look for plumbing, electrical, heating and cooling, and gas lines both inside and outside. If the gap between a pipe or wire and the wall looks too wide, it is. Remember: boxelders can fit through the tiniest gaps you can see. Use some heavy-duty caulk to seal up gaps around your utility lines. Rodents and other pests love following pipes inside, too, so you'll be pest-proofing for more than just boxelders.
A garage door seal is basically weatherstripping for your garage door. The seals are long strips of (usually) rubber that fit across the entire underside of the door. When you close the garage door, they compress into the ground, forming a complete seal between the door and ground. There are also seals on the sides and top of most garage doors. When it's working correctly, garage door seals prevent pests from sliding beneath the door and into your garage.
Garage door seals wear out about as quickly as other weatherstripping, and for the same reasons. Luckily, they're also about as easy to replace. If you have your garage door's instruction manual, look up info on the seal inside of it. If you don't, just measure the length and width of your door. You can install garage door seals yourself, or have a professional garage door installer put it on for you.
It's tough to keep from seeing boxelder bugs this fall. If there's an acer tree near your property, it's hard not to see them everywhere. Just because they're everywhere doesn't mean they have to be in your home, however. By performing a little maintenance like the projects listed here, you can keep boxelders out this fall and beyond.
If it turns out you need a little help keeping boxelders at bay this fall, give Griffin a call. We can make sure boxelders–or any other pests, for that matter–don't bug you this fall.


Adam Bartos (Photographer), and Deb Wood (Designer New York: Princeton Architectural Press, 2001. First Edition [Stated], First Printing [Stated]. Hardcover. 176 pages. Illustrations (color). Essay by Svetlana Boym. Notes. Catalogue (picture identifications) on pages 101-109). Reference collection stamp on top edge. No other markings noted. DJ has noticeable sticker residue. The photographs in this work were taken between June 1995 and April 1999. Native New Yorker Adam Bartos has been photographing since he was a teenager and creates photographs suffused with a quiet calm. He cites William Eggleston--known for his intensely colored images of ordinary scenes--and the earlier photographers Timothy O'Sullivan and Carleton Watkins--both known for their unique documents of the changing American landscape--as primary influences, Bartos focuses on the contemporary landscape. Yet, in his images, time seems to stand still, lending them an aura of temporal dislocation. In the early 1970s he attended film school at New York University and began working with color photography. He was mentored independently by the photographer Evelyn Hofer, known for her serene and meticulous color compositions. Bartos published perhaps his best-known work--photographs illustrating the effects of time on the modernist United Nations building in New York after fifty years of use--in the book International Territory: The United Nations, 1945-95, 1995. In 2001 he published Kosmos: A Portrait of the Russian Space Age, photographs of the "obsolescent future" of the Soviet space program. The Space Race was an exhilarating moment in history, alternately frightening, thrilling, awe-inspiring, and ultimately, sublime. Its most enigmatic element was the competition. The Soviets seemed less technologically sophisticated but in fact won many of the races: first satellite to orbit the earth; first man in space; first unmanned landings on Mars, Venus, and the Moon; first woman in space; most powerful rockets; and, until its recent fiery death, the most long-lived space station to name but a few. The inherent contradictions of the age--the mixture of technologies high and low, of nostalgia and progress, of pathos and promise--are revealed in Kosmos, Adam Bartos's astonishing photographic survey of the Soviet space program. Bartos' fascination with this subject led him to seek out places like the bedroom where Yuri Gagarian slept the night before his history-making flight into space, located in the Baiknour Cosmodrome, the one-time top-secret space complex in the Kazakh desert. Bartos also takes us inside the cockpit of the Merkur space capsule, used to ferry crew members and supplies to the super-secret Almaz orbital space stations, and behind the changing screens cosmonauts used before being fitted for their space suits at Zvezda, the chief manufacturer of Soviet life-support systems. In total, Kosmos presents over 100 of Bartos's photographs, rich with the incongruities of the history, science, culture, and politics of the Space Age. Professor Svetlana Boym's insightful introduction to the technological and cultural aspects of Soviet space exploration provides a fitting context for the photographs. For anyone interested in the space age, Kosmos is an essential and fascinating portrait. Condition: Very good / Good.


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Q: Purpose of the obj directory A simple question (hopefully).  What is the obj directory for in .NET?  I mean the directory that is generated besides the bin directory when a build occurs.

A: The obj directory is where the compiled object files are created and assembled into assemblies. In essence this is the working directory of the compiler/linker/assembler.
The results get copied to the bin (binary) directory.
Also See What are the obj and bin folders (created by Visual Studio) used for?

A: The "obj" folder is used to store temporary object files and other files used in order to create the final binary during the compilation process.
The "bin" folder is the output folder for complete binaries (assemblies).

redpajama_set_name: RedPajamaStackExchange


Valek had the most liked content!
Thanks, I know how aura blue tigers look like. I was just wondering what else could they be.
As my "aura blue tigers" keep growing they are starting to look like aura tibees. What do you guys think?
I'm wondering if that's the case.
Interesting, that's the only one with that coloration out of the bunch. The rest are light blue. The breeder I got them from tells me the colony is about 3-4 years old. Never crossbred with anything else.
I bought from another seller and will be getting them this Friday.
I contacted Blue Crown Aquatics, they got them for sale but they breed them in caridina parameters. Parameters in my tanks are neo.


Certified Water & Wastewater Operators: The CEU deadline for 2013-2015 license renewal is fast approaching!
The deadline for earning Continuing Education Units (CEU's) for water treatment, water distribution and/or wastewater license renewal is March 31, 2015. Grade I and II operators need to earn 1 CEU (10 hours) and Grade III and IV operators need to have earned 2 CEUs (20 hours) of IDNR approved courses by the deadline.
Operators who hold both a water treatment and distribution license need to earn the required CEUs mentioned above but no less than 25% of CEUs can be earned in one area. A Grade I or II Water Treatment and Distribution operator will need to earn a combined total of 1 CEU in treatment and distribution and no less than 2.5 hours of the required 10 hours can be earned in one area. Operators only certified in one license, either treatment or distribution, must earn 1 CEU in the area they are licensed.
Remember that only 20% of the required CEUs can be earned in safety. A Grade I or II operator can earn 2 hours and a Grade III or IV operator can earn 4 hours towards license renewal by attending safety workshops/classes.
IAMU is offering several workshops between now and the end of the renewal period. If you are short on CEUs, the Hands-on Pumps & Mechanical Maintenance Workshop will be held at the IAMU office on February 18, 2015. Space is limited for this workshop so register now to reserve your spot.
March 4-5, 2015 will be the Advanced Water Treatment and Advanced Water Distribution Workshops also being held at the IAMU office. Each day will be eligible for 5 hours towards water treatment and water distribution respectively. Click on the workshop titles above to register online.
For more information or questions, please e-mail Jill Soenen at jsoenen@iamu.org or call 515-289-1999.


Website to promote learning the english language in England.
Concorde International run residential English language courses for overseas visitors for both children and adults, they are based in Canterbury but their study centres are dotted around the south of England.
Being a site to attract visitors for whom English isn't their first language, the key is simplicity in the website's architecture and content. We worked with Concorde to simplify their course offerings and helped to standardise the information on each course, bringing the key facts to the top to make it easy to scan.
One of the biggest challenges was the different audiences we are talking to. You have adults looking for English course for professional or academic reasons but we also have a younger audience looking at summer schools and seeing what activities are on offer.
We are also revising copy on pages as we go along, our principal goal is promoting England as a wonderful place to visit and study, this has prompted many chats about what England means to different people, we like using test cricket as the metaphor, that you could play a game of sport for 5 days and still not have a winner! Making these idiosyncrasies and eccentricities central to the message will be the aim as we work through and update.
Toggle between desktop and mobile layouts. Of course these are responsive web pages, not just two sizes. Visit the website to see it in its full glory.