text: /**
  * @author       Richard Davey <rich@photonstorm.com>
  * @copyright    2016 Photon Storm Ltd.
  * @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
  */
  
  /**
  * Phaser has one single cache in which it stores all assets.
  *
  * The cache is split up into sections, such as images, sounds, video, json, etc. All assets are stored using
  * a unique string-based key as their identifier. Assets stored in different areas of the cache can have the
  * same key, for example 'playerWalking' could be used as the key for both a sprite sheet and an audio file,
  * because they are unique data types.
  *
  * The cache is automatically populated by the Phaser.Loader. When you use the loader to pull in external assets
  * such as images they are automatically placed into their respective cache. Most common Game Objects, such as
  * Sprites and Videos automatically query the cache to extract the assets they need on instantiation.
  *
  * You can access the cache from within a State via `this.cache`. From here you can call any public method it has,
  * including adding new entries to it, deleting them or querying them.
  *
  * Understand that almost without exception when you get an item from the cache it will return a reference to the
  * item stored in the cache, not a copy of it. Therefore if you retrieve an item and then modify it, the original
  * object in the cache will also be updated, even if you don't put it back into the cache again.
  *
  * By default when you change State the cache is _not_ cleared, although there is an option to clear it should
  * your game require it. In a typical game set-up the cache is populated once after the main game has loaded and
  * then used as an asset store.
  *
  * @class Phaser.Cache
  * @constructor
  * @param {Phaser.Game} game - A reference to the currently running game.
  */
  Phaser.Cache = function (game) {
  
      /**
      * @property {Phaser.Game} game - Local reference to game.
      */
      this.game = game;
  
      /**
      * Automatically resolve resource URLs to absolute paths for use with the Cache.getURL method.
      * @property {boolean} autoResolveURL
      */
      this.autoResolveURL = false;
  
      /**
      * The main cache object into which all resources are placed.
      * @property {object} _cache
      * @private
      */
      this._cache = {
          canvas: {},
          image: {},
          texture: {},
          sound: {},
          video: {},
          text: {},
          json: {},
          xml: {},
          physics: {},
          tilemap: {},
          binary: {},
          bitmapData: {},
          bitmapFont: {},
          shader: {},
          renderTexture: {},
          compressedTexture: {}
      };
  
      /**
      * @property {object} _urlMap - Maps URLs to resources.
      * @private
      */
      this._urlMap = {};
  
      /**
      * @property {Image} _urlResolver - Used to resolve URLs to the absolute path.
      * @private
      */
      this._urlResolver = new Image();
  
      /**
      * @property {string} _urlTemp - Temporary variable to hold a resolved url.
      * @private
      */
      this._urlTemp = null;
  
      /**
      * @property {Phaser.Signal} onSoundUnlock - This event is dispatched when the sound system is unlocked via a touch event on cellular devices.
      */
      this.onSoundUnlock = new Phaser.Signal();
  
      /**
      * @property {array} _cacheMap - Const to cache object look-up array.
      * @private
      */
      this._cacheMap = [];
  
      this._cacheMap[Phaser.Cache.CANVAS] = this._cache.canvas;
      this._cacheMap[Phaser.Cache.IMAGE] = this._cache.image;
      this._cacheMap[Phaser.Cache.TEXTURE] = this._cache.texture;
      this._cacheMap[Phaser.Cache.SOUND] = this._cache.sound;
      this._cacheMap[Phaser.Cache.TEXT] = this._cache.text;
      this._cacheMap[Phaser.Cache.PHYSICS] = this._cache.physics;
      this._cacheMap[Phaser.Cache.TILEMAP] = this._cache.tilemap;
      this._cacheMap[Phaser.Cache.BINARY] = this._cache.binary;
      this._cacheMap[Phaser.Cache.BITMAPDATA] = this._cache.bitmapData;
      this._cacheMap[Phaser.Cache.BITMAPFONT] = this._cache.bitmapFont;
      this._cacheMap[Phaser.Cache.JSON] = this._cache.json;
      this._cacheMap[Phaser.Cache.XML] = this._cache.xml;
      this._cacheMap[Phaser.Cache.VIDEO] = this._cache.video;
      this._cacheMap[Phaser.Cache.SHADER] = this._cache.shader;
      this._cacheMap[Phaser.Cache.RENDER_TEXTURE] = this._cache.renderTexture;
  
      this.addDefaultImage();
      this.addMissingImage();
  
  };
  
  /**
  * @constant
  * @type {number}
  */
  Phaser.Cache.CANVAS = 1;
  
  /**
  * @constant
  * @type {number}
  */
  Phaser.Cache.IMAGE = 2;
  
  /**
  * @constant
  * @type {number}
  */
  Phaser.Cache.TEXTURE = 3;
  
  /**
  * @constant
  * @type {number}
  */
  Phaser.Cache.SOUND = 4;
  
  /**
  * @constant
  * @type {number}
  */
  Phaser.Cache.TEXT = 5;
  
  /**
  * @constant
  * @type {number}
  */
  Phaser.Cache.PHYSICS = 6;
  
  /**
  * @constant
  * @type {number}
  */
  Phaser.Cache.TILEMAP = 7;
  
  /**
  * @constant
  * @type {number}
  */
  Phaser.Cache.BINARY = 8;
  
  /**
  * @constant
  * @type {number}
  */
  Phaser.Cache.BITMAPDATA = 9;
  
  /**
  * @constant
  * @type {number}
  */
  Phaser.Cache.BITMAPFONT = 10;
  
  /**
  * @constant
  * @type {number}
  */
  Phaser.Cache.JSON = 11;
  
  /**
  * @constant
  * @type {number}
  */
  Phaser.Cache.XML = 12;
  
  /**
  * @constant
  * @type {number}
  */
  Phaser.Cache.VIDEO = 13;
  
  /**
  * @constant
  * @type {number}
  */
  Phaser.Cache.SHADER = 14;
  
  /**
  * @constant
  * @type {number}
  */
  Phaser.Cache.RENDER_TEXTURE = 15;
  
  /**
  * The default image used for a texture when no other is specified.
  * @constant
  * @type {PIXI.Texture}
  */
  Phaser.Cache.DEFAULT = null;
  
  /**
  * The default image used for a texture when the source image is missing.
  * @constant
  * @type {PIXI.Texture}
  */
  Phaser.Cache.MISSING = null;
  
  Phaser.Cache.prototype = {
  
      //////////////////
      //  Add Methods //
      //////////////////
  
      /**
      * Add a new canvas object in to the cache.
      *
      * @method Phaser.Cache#addCompressedTextureMetaData
      * @private
      * @param {string} key - The key that this asset will be stored in the cache under. This should be unique within this cache.
      * @param {string} url
      * @param {string} extension
      * @param {array} arrayBuffer
      * @return {object} The compressed texture entry.
      */
      addCompressedTextureMetaData: function (key, url, extension, arrayBuffer) {
  
          if (this.checkImageKey(key))
          {
              this.removeImage(key);
          }
          
          var data = (extension in Phaser.LoaderParser) ? Phaser.LoaderParser[extension](arrayBuffer) : arrayBuffer;
  
          var texture = {
              key: key,
              url: url,
              data: data,
              base: new PIXI.BaseTexture(data, null, this.game.resolution),
              frame: new Phaser.Frame(0, 0, 0, data.width, data.height, key),
              frameData: new Phaser.FrameData(),
              fileFormat: extension
          };
  
          texture.frameData.addFrame(new Phaser.Frame(0, 0, 0, data.width, data.height, url));
  
          this._cache.image[key] = texture;
  
          this._resolveURL(url, texture);
  
          return texture;
  
      },
  
      /**
      * Add a new canvas object in to the cache.
      *
      * @method Phaser.Cache#addCanvas
      * @param {string} key - The key that this asset will be stored in the cache under. This should be unique within this cache.
      * @param {HTMLCanvasElement} canvas - The Canvas DOM element.
      * @param {CanvasRenderingContext2D} [context] - The context of the canvas element. If not specified it will default go `getContext('2d')`.
      */
      addCanvas: function (key, canvas, context) {
  
          if (context === undefined) { context = canvas.getContext('2d'); }
  
          this._cache.canvas[key] = { canvas: canvas, context: context };
  
      },
  
      /**
      * Adds an Image file into the Cache. The file must have already been loaded, typically via Phaser.Loader, but can also have been loaded into the DOM.
      * If an image already exists in the cache with the same key then it is removed and destroyed, and the new image inserted in its place.
      *
      * @method Phaser.Cache#addImage
      * @param {string} key - The key that this asset will be stored in the cache under. This should be unique within this cache.
      * @param {string} url - The URL the asset was loaded from. If the asset was not loaded externally set to `null`.
      * @param {object} data - Extra image data.
      * @return {object} The full image object that was added to the cache.
      */
      addImage: function (key, url, data) {
  
          if (this.checkImageKey(key))
          {
              this.removeImage(key);
          }
  
          var img = {
              key: key,
              url: url,
              data: data,
              base: new PIXI.BaseTexture(data, null, this.game.resolution),
              frame: new Phaser.Frame(0, 0, 0, data.width, data.height, key),
              frameData: new Phaser.FrameData()
          };
  
          img.frameData.addFrame(new Phaser.Frame(0, 0, 0, data.width, data.height, url));
  
          this._cache.image[key] = img;
  
          this._resolveURL(url, img);
  
          if (key === '__default')
          {
              Phaser.Cache.DEFAULT = new PIXI.Texture(img.base);
          }
          else if (key === '__missing')
          {
              Phaser.Cache.MISSING = new PIXI.Texture(img.base);
          }
  
          return img;
  
      },
  
      /**
      * Adds a default image to be used in special cases such as WebGL Filters.
      * It uses the special reserved key of `__default`.
      * This method is called automatically when the Cache is created.
      * This image is skipped when `Cache.destroy` is called due to its internal requirements.
      *
      * @method Phaser.Cache#addDefaultImage
      * @protected
      */
      addDefaultImage: function () {
  
          var img = new Image();
  
          img.src = "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgAQMAAABJtOi3AAAAA1BMVEX///+nxBvIAAAAAXRSTlMAQObYZgAAABVJREFUeF7NwIEAAAAAgKD9qdeocAMAoAABm3DkcAAAAABJRU5ErkJggg==";
  
          var obj = this.addImage('__default', null, img);
  
          //  Because we don't want to invalidate the sprite batch for an invisible texture
          obj.base.skipRender = true;
  
          //  Make it easily available within the rest of Phaser / Pixi
          Phaser.Cache.DEFAULT = new PIXI.Texture(obj.base);
  
      },
  
      /**
      * Adds an image to be used when a key is wrong / missing.
      * It uses the special reserved key of `__missing`.
      * This method is called automatically when the Cache is created.
      * This image is skipped when `Cache.destroy` is called due to its internal requirements.
      *
      * @method Phaser.Cache#addMissingImage
      * @protected
      */
      addMissingImage: function () {
  
          var img = new Image();
  
          img.src = "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACAAAAAgCAIAAAD8GO2jAAAAGXRFWHRTb2Z0d2FyZQBBZG9iZSBJbWFnZVJlYWR5ccllPAAAAJ9JREFUeNq01ssOwyAMRFG46v//Mt1ESmgh+DFmE2GPOBARKb2NVjo+17PXLD8a1+pl5+A+wSgFygymWYHBb0FtsKhJDdZlncG2IzJ4ayoMDv20wTmSMzClEgbWYNTAkQ0Z+OJ+A/eWnAaR9+oxCF4Os0H8htsMUp+pwcgBBiMNnAwF8GqIgL2hAzaGFFgZauDPKABmowZ4GL369/0rwACp2yA/ttmvsQAAAABJRU5ErkJggg==";
  
          var obj = this.addImage('__missing', null, img);
  
          //  Make it easily available within the rest of Phaser / Pixi
          Phaser.Cache.MISSING = new PIXI.Texture(obj.base);
  
      },
  
      /**
      * Adds a Sound file into the Cache. The file must have already been loaded, typically via Phaser.Loader.
      *
      * @method Phaser.Cache#addSound
      * @param {string} key - The key that this asset will be stored in the cache under. This should be unique within this cache.
      * @param {string} url - The URL the asset was loaded from. If the asset was not loaded externally set to `null`.
      * @param {object} data - Extra sound data.
      * @param {boolean} webAudio - True if the file is using web audio.
      * @param {boolean} audioTag - True if the file is using legacy HTML audio.
      */
      addSound: function (key, url, data, webAudio, audioTag) {
  
          if (webAudio === undefined) { webAudio = true; audioTag = false; }
          if (audioTag === undefined) { webAudio = false; audioTag = true; }
  
          var decoded = false;
  
          if (audioTag)
          {
              decoded = true;
          }
  
          this._cache.sound[key] = {
              url: url,
              data: data,
              isDecoding: false,
              decoded: decoded,
              webAudio: webAudio,
              audioTag: audioTag,
              locked: this.game.sound.touchLocked
          };
  
          this._resolveURL(url, this._cache.sound[key]);
  
      },
  
      /**
      * Add a new text data.
      *
      * @method Phaser.Cache#addText
      * @param {string} key - The key that this asset will be stored in the cache under. This should be unique within this cache.
      * @param {string} url - The URL the asset was loaded from. If the asset was not loaded externally set to `null`.
      * @param {object} data - Extra text data.
      */
      addText: function (key, url, data) {
  
          this._cache.text[key] = { url: url, data: data };
  
          this._resolveURL(url, this._cache.text[key]);
  
      },
  
      /**
      * Add a new physics data object to the Cache.
      *
      * @method Phaser.Cache#addPhysicsData
      * @param {string} key - The key that this asset will be stored in the cache under. This should be unique within this cache.
      * @param {string} url - The URL the asset was loaded from. If the asset was not loaded externally set to `null`.
      * @param {object} JSONData - The physics data object (a JSON file).
      * @param {number} format - The format of the physics data.
      */
      addPhysicsData: function (key, url, JSONData, format) {
  
          this._cache.physics[key] = { url: url, data: JSONData, format: format };
  
          this._resolveURL(url, this._cache.physics[key]);
  
      },
  
      /**
      * Add a new tilemap to the Cache.
      *
      * @method Phaser.Cache#addTilemap
      * @param {string} key - The key that this asset will be stored in the cache under. This should be unique within this cache.
      * @param {string} url - The URL the asset was loaded from. If the asset was not loaded externally set to `null`.
      * @param {object} mapData - The tilemap data object (either a CSV or JSON file).
      * @param {number} format - The format of the tilemap data.
      */
      addTilemap: function (key, url, mapData, format) {
  
          this._cache.tilemap[key] = { url: url, data: mapData, format: format };
  
          this._resolveURL(url, this._cache.tilemap[key]);
  
      },
  
      /**
      * Add a binary object in to the cache.
      *
      * @method Phaser.Cache#addBinary
      * @param {string} key - The key that this asset will be stored in the cache under. This should be unique within this cache.
      * @param {object} binaryData - The binary object to be added to the cache.
      */
      addBinary: function (key, binaryData) {
  
          this._cache.binary[key] = binaryData;
  
      },
  
      /**
      * Add a BitmapData object to the cache.
      *
      * @method Phaser.Cache#addBitmapData
      * @param {string} key - The key that this asset will be stored in the cache under. This should be unique within this cache.
      * @param {Phaser.BitmapData} bitmapData - The BitmapData object to be addded to the cache.
      * @param {Phaser.FrameData|null} [frameData=(auto create)] - Optional FrameData set associated with the given BitmapData. If not specified (or `undefined`) a new FrameData object is created containing the Bitmap's Frame. If `null` is supplied then no FrameData will be created.
      * @return {Phaser.BitmapData} The BitmapData object to be addded to the cache.
      */
      addBitmapData: function (key, bitmapData, frameData) {
  
          bitmapData.key = key;
  
          if (frameData === undefined)
          {
              frameData = new Phaser.FrameData();
              frameData.addFrame(bitmapData.textureFrame);
          }
  
          this._cache.bitmapData[key] = { data: bitmapData, frameData: frameData };
  
          return bitmapData;
  
      },
  
      /**
      * Add a new Bitmap Font to the Cache.
      *
      * @method Phaser.Cache#addBitmapFont
      * @param {string} key - The key that this asset will be stored in the cache under. This should be unique within this cache.
      * @param {string} url - The URL the asset was loaded from. If the asset was not loaded externally set to `null`.
      * @param {object} data - Extra font data.
      * @param {object} atlasData - The Bitmap Font data.
      * @param {string} [atlasType='xml'] - The format of the Bitmap Font data file: `json` or `xml`.
      * @param {number} [xSpacing=0] - If you'd like to add additional horizontal spacing between the characters then set the pixel value here.
      * @param {number} [ySpacing=0] - If you'd like to add additional vertical spacing between the lines then set the pixel value here.
      */
      addBitmapFont: function (key, url, data, atlasData, atlasType, xSpacing, ySpacing) {
  
          var obj = {
              url: url,
              data: data,
              font: null,
              base: new PIXI.BaseTexture(data, null, this.game.resolution)
          };
  
          if (xSpacing === undefined) { xSpacing = 0; }
          if (ySpacing === undefined) { ySpacing = 0; }
  
          if (atlasType === 'json')
          {
              obj.font = Phaser.LoaderParser.jsonBitmapFont(atlasData, obj.base, xSpacing, ySpacing, false, this.game.resolution);
          }
          else
          {
              obj.font = Phaser.LoaderParser.xmlBitmapFont(atlasData, obj.base, xSpacing, ySpacing, false, this.game.resolution);
          }
  
          this._cache.bitmapFont[key] = obj;
  
          this._resolveURL(url, obj);
  
      },
  
      /**
      * Add a new Bitmap Font to the Cache, where the font texture is part of a Texture Atlas.
      * 
      * The atlas must already exist in the cache, and be available based on the given `atlasKey`.
      * 
      * The `atlasFrame` specifies the name of the frame within the atlas that the Bitmap Font is
      * stored in.
      *
      * The `dataKey` is the key of the XML or JSON Bitmap Font Data, which must already be in
      * the Cache.
      *
      * @method Phaser.Cache#addBitmapFontFromAtlas
      * @param {string} key - The key that this asset will be stored in the cache under. This should be unique within this cache.
      * @param {string} atlasKey - The key of the Texture Atlas in the Cache.
      * @param {string} atlasFrame - The frame of the Texture Atlas that the Bitmap Font is in.
      * @param {string} dataKey - The key of the Bitmap Font data in the Cache
      * @param {string} [dataType='xml'] - The format of the Bitmap Font data: `json` or `xml`.
      * @param {number} [xSpacing=0] - If you'd like to add additional horizontal spacing between the characters then set the pixel value here.
      * @param {number} [ySpacing=0] - If you'd like to add additional vertical spacing between the lines then set the pixel value here.
      */
      addBitmapFontFromAtlas: function (key, atlasKey, atlasFrame, dataKey, dataType, xSpacing, ySpacing) {
  
          var frame = this.getFrameByName(atlasKey, atlasFrame);
  
          if (!frame)
          {
              return;
          }
  
          var obj = {
              font: null,
              base: this.getBaseTexture(atlasKey),
              frame: frame
          };
  
          if (xSpacing === undefined) { xSpacing = 0; }
          if (ySpacing === undefined) { ySpacing = 0; }
  
          var fontData;
  
          if (dataType === 'json')
          {
              fontData = this.getJSON(dataKey);
              obj.font = Phaser.LoaderParser.jsonBitmapFont(fontData, obj.base, xSpacing, ySpacing, frame, this.game.resolution);
          }
          else
          {
              fontData = this.getXML(dataKey);
              obj.font = Phaser.LoaderParser.xmlBitmapFont(fontData, obj.base, xSpacing, ySpacing, frame, this.game.resolution);
          }
  
          this._cache.bitmapFont[key] = obj;
  
      },
  
      /**
      * Add a new json object into the cache.
      *
      * @method Phaser.Cache#addJSON
      * @param {string} key - The key that this asset will be stored in the cache under. This should be unique within this cache.
      * @param {string} url - The URL the asset was loaded from. If the asset was not loaded externally set to `null`.
      * @param {object} data - Extra json data.
      */
      addJSON: function (key, url, data) {
  
          this._cache.json[key] = { url: url, data: data };
  
          this._resolveURL(url, this._cache.json[key]);
  
      },
  
      /**
      * Add a new xml object into the cache.
      *
      * @method Phaser.Cache#addXML
      * @param {string} key - The key that this asset will be stored in the cache under. This should be unique within this cache.
      * @param {string} url - The URL the asset was loaded from. If the asset was not loaded externally set to `null`.
      * @param {object} data - Extra text data.
      */
      addXML: function (key, url, data) {
  
          this._cache.xml[key] = { url: url, data: data };
  
          this._resolveURL(url, this._cache.xml[key]);
  
      },
  
      /**
      * Adds a Video file into the Cache. The file must have already been loaded, typically via Phaser.Loader.
      *
      * @method Phaser.Cache#addVideo
      * @param {string} key - The key that this asset will be stored in the cache under. This should be unique within this cache.
      * @param {string} url - The URL the asset was loaded from. If the asset was not loaded externally set to `null`.
      * @param {object} data - Extra video data.
      * @param {boolean} isBlob - True if the file was preloaded via xhr and the data parameter is a Blob. false if a Video tag was created instead.
      */
      addVideo: function (key, url, data, isBlob) {
  
          this._cache.video[key] = { url: url, data: data, isBlob: isBlob, locked: true };
  
          this._resolveURL(url, this._cache.video[key]);
  
      },
  
      /**
      * Adds a Fragment Shader in to the Cache. The file must have already been loaded, typically via Phaser.Loader.
      *
      * @method Phaser.Cache#addShader
      * @param {string} key - The key that this asset will be stored in the cache under. This should be unique within this cache.
      * @param {string} url - The URL the asset was loaded from. If the asset was not loaded externally set to `null`.
      * @param {object} data - Extra shader data.
      */
      addShader: function (key, url, data) {
  
          this._cache.shader[key] = { url: url, data: data };
  
          this._resolveURL(url, this._cache.shader[key]);
  
      },
  
      /**
      * Add a new Phaser.RenderTexture in to the cache.
      *
      * @method Phaser.Cache#addRenderTexture
      * @param {string} key - The key that this asset will be stored in the cache under. This should be unique within this cache.
      * @param {Phaser.RenderTexture} texture - The texture to use as the base of the RenderTexture.
      */
      addRenderTexture: function (key, texture) {
  
          this._cache.renderTexture[key] = { texture: texture, frame: new Phaser.Frame(0, 0, 0, texture.width, texture.height, '', '') };
  
      },
  
      /**
      * Add a new sprite sheet in to the cache.
      *
      * @method Phaser.Cache#addSpriteSheet
      * @param {string} key - The key that this asset will be stored in the cache under. This should be unique within this cache.
      * @param {string} url - The URL the asset was loaded from. If the asset was not loaded externally set to `null`.
      * @param {object} data - Extra sprite sheet data.
      * @param {number} frameWidth - Width of the sprite sheet.
      * @param {number} frameHeight - Height of the sprite sheet.
      * @param {number} [frameMax=-1] - How many frames stored in the sprite sheet. If -1 then it divides the whole sheet evenly.
      * @param {number} [margin=0] - If the frames have been drawn with a margin, specify the amount here.
      * @param {number} [spacing=0] - If the frames have been drawn with spacing between them, specify the amount here.
      * @param {number} [skipFrames=0] - Skip a number of frames. Useful when there are multiple sprite sheets in one image.
      */
      addSpriteSheet: function (key, url, data, frameWidth, frameHeight, frameMax, margin, spacing, skipFrames) {
  
          if (frameMax === undefined) { frameMax = -1; }
          if (margin === undefined) { margin = 0; }
          if (spacing === undefined) { spacing = 0; }
  
          var obj = {
              key: key,
              url: url,
              data: data,
              frameWidth: frameWidth,
              frameHeight: frameHeight,
              margin: margin,
              spacing: spacing,
              base: new PIXI.BaseTexture(data, null, this.game.resolution),
              frameData: Phaser.AnimationParser.spriteSheet(this.game, data, frameWidth, frameHeight, frameMax, margin, spacing, skipFrames)
          };
  
          this._cache.image[key] = obj;
  
          this._resolveURL(url, obj);
  
      },
  
      /**
      * Add a new texture atlas to the Cache.
      *
      * @method Phaser.Cache#addTextureAtlas
      * @param {string} key - The key that this asset will be stored in the cache under. This should be unique within this cache.
      * @param {string} url - The URL the asset was loaded from. If the asset was not loaded externally set to `null`.
      * @param {object} data - Extra texture atlas data.
      * @param {object} atlasData  - Texture atlas frames data.
      * @param {number} format - The format of the texture atlas.
      */
      addTextureAtlas: function (key, url, data, atlasData, format) {
  
          var obj = {
              key: key,
              url: url,
              data: data,
              base: new PIXI.BaseTexture(data, null, this.game.resolution)
          };
  
          if (format === Phaser.Loader.TEXTURE_ATLAS_XML_STARLING)
          {
              obj.frameData = Phaser.AnimationParser.XMLData(this.game, atlasData, key);
          }
          else if (format === Phaser.Loader.TEXTURE_ATLAS_JSON_PYXEL)
          {
              obj.frameData = Phaser.AnimationParser.JSONDataPyxel(this.game, atlasData, key);
          }
          else
          {
              //  Let's just work it out from the frames array
              if (Array.isArray(atlasData.frames))
              {
                  obj.frameData = Phaser.AnimationParser.JSONData(this.game, atlasData, key);
              }
              else
              {
                  obj.frameData = Phaser.AnimationParser.JSONDataHash(this.game, atlasData, key);
              }
          }
  
          this._cache.image[key] = obj;
  
          this._resolveURL(url, obj);
  
      },
  
      ////////////////////////////
      //  Sound Related Methods //
      ////////////////////////////
  
      /**
      * Reload a Sound file from the server.
      *
      * @method Phaser.Cache#reloadSound
      * @param {string} key - The key of the asset within the cache.
      */
      reloadSound: function (key) {
  
          var _this = this;
  
          var sound = this.getSound(key);
  
          if (sound)
          {
              sound.data.src = sound.url;
  
              sound.data.addEventListener('canplaythrough', function () {
                  return _this.reloadSoundComplete(key);
              }, false);
  
              sound.data.load();
          }
  
      },
  
      /**
      * Fires the onSoundUnlock event when the sound has completed reloading.
      *
      * @method Phaser.Cache#reloadSoundComplete
      * @param {string} key - The key of the asset within the cache.
      */
      reloadSoundComplete: function (key) {
  
          var sound = this.getSound(key);
  
          if (sound)
          {
              sound.locked = false;
              this.onSoundUnlock.dispatch(key);
          }
  
      },
  
      /**
      * Updates the sound object in the cache.
      *
      * @method Phaser.Cache#updateSound
      * @param {string} key - The key of the asset within the cache.
      */
      updateSound: function (key, property, value) {
  
          var sound = this.getSound(key);
  
          if (sound)
          {
              sound[property] = value;
          }
  
      },
  
      /**
      * Add a new decoded sound.
      *
      * @method Phaser.Cache#decodedSound
      * @param {string} key - The key of the asset within the cache.
      * @param {object} data - Extra sound data.
      */
      decodedSound: function (key, data) {
  
          var sound = this.getSound(key);
  
          sound.data = data;
          sound.decoded = true;
          sound.isDecoding = false;
  
      },
  
      /**
      * Check if the given sound has finished decoding.
      *
      * @method Phaser.Cache#isSoundDecoded
      * @param {string} key - The key of the asset within the cache.
      * @return {boolean} The decoded state of the Sound object.
      */
      isSoundDecoded: function (key) {
  
          var sound = this.getItem(key, Phaser.Cache.SOUND, 'isSoundDecoded');
  
          if (sound)
          {
              return sound.decoded;
          }
  
      },
  
      /**
      * Check if the given sound is ready for playback.
      * A sound is considered ready when it has finished decoding and the device is no longer touch locked.
      *
      * @method Phaser.Cache#isSoundReady
      * @param {string} key - The key of the asset within the cache.
      * @return {boolean} True if the sound is decoded and the device is not touch locked.
      */
      isSoundReady: function (key) {
  
          var sound = this.getItem(key, Phaser.Cache.SOUND, 'isSoundDecoded');
  
          if (sound)
          {
              return (sound.decoded && !this.game.sound.touchLocked);
          }
  
      },
  
      ////////////////////////
      //  Check Key Methods //
      ////////////////////////
  
      /**
      * Checks if a key for the given cache object type exists.
      *
      * @method Phaser.Cache#checkKey
      * @param {integer} cache - The cache to search. One of the Cache consts such as `Phaser.Cache.IMAGE` or `Phaser.Cache.SOUND`.
      * @param {string} key - The key of the asset within the cache.
      * @return {boolean} True if the key exists, otherwise false.
      */
      checkKey: function (cache, key) {
  
          if (this._cacheMap[cache][key])
          {
              return true;
          }
  
          return false;
  
      },
  
      /**
      * Checks if the given URL has been loaded into the Cache.
      * This method will only work if Cache.autoResolveURL was set to `true` before any preloading took place.
      * The method will make a DOM src call to the URL given, so please be aware of this for certain file types, such as Sound files on Firefox
      * which may cause double-load instances.
      *
      * @method Phaser.Cache#checkURL
      * @param {string} url - The url to check for in the cache.
      * @return {boolean} True if the url exists, otherwise false.
      */
      checkURL: function (url) {
  
          if (this._urlMap[this._resolveURL(url)])
          {
              return true;
          }
  
          return false;
  
      },
  
      /**
      * Checks if the given key exists in the Canvas Cache.
      *
      * @method Phaser.Cache#checkCanvasKey
      * @param {string} key - The key of the asset within the cache.
      * @return {boolean} True if the key exists in the cache, otherwise false.
      */
      checkCanvasKey: function (key) {
  
          return this.checkKey(Phaser.Cache.CANVAS, key);
  
      },
  
      /**
      * Checks if the given key exists in the Image Cache. Note that this also includes Texture Atlases, Sprite Sheets and Retro Fonts.
      *
      * @method Phaser.Cache#checkImageKey
      * @param {string} key - The key of the asset within the cache.
      * @return {boolean} True if the key exists in the cache, otherwise false.
      */
      checkImageKey: function (key) {
  
          return this.checkKey(Phaser.Cache.IMAGE, key);
  
      },
  
      /**
      * Checks if the given key exists in the Texture Cache.
      *
      * @method Phaser.Cache#checkTextureKey
      * @param {string} key - The key of the asset within the cache.
      * @return {boolean} True if the key exists in the cache, otherwise false.
      */
      checkTextureKey: function (key) {
  
          return this.checkKey(Phaser.Cache.TEXTURE, key);
  
      },
  
      /**
      * Checks if the given key exists in the Sound Cache.
      *
      * @method Phaser.Cache#checkSoundKey
      * @param {string} key - The key of the asset within the cache.
      * @return {boolean} True if the key exists in the cache, otherwise false.
      */
      checkSoundKey: function (key) {
  
          return this.checkKey(Phaser.Cache.SOUND, key);
  
      },
  
      /**
      * Checks if the given key exists in the Text Cache.
      *
      * @method Phaser.Cache#checkTextKey
      * @param {string} key - The key of the asset within the cache.
      * @return {boolean} True if the key exists in the cache, otherwise false.
      */
      checkTextKey: function (key) {
  
          return this.checkKey(Phaser.Cache.TEXT, key);
  
      },
  
      /**
      * Checks if the given key exists in the Physics Cache.
      *
      * @method Phaser.Cache#checkPhysicsKey
      * @param {string} key - The key of the asset within the cache.
      * @return {boolean} True if the key exists in the cache, otherwise false.
      */
      checkPhysicsKey: function (key) {
  
          return this.checkKey(Phaser.Cache.PHYSICS, key);
  
      },
  
      /**
      * Checks if the given key exists in the Tilemap Cache.
      *
      * @method Phaser.Cache#checkTilemapKey
      * @param {string} key - The key of the asset within the cache.
      * @return {boolean} True if the key exists in the cache, otherwise false.
      */
      checkTilemapKey: function (key) {
  
          return this.checkKey(Phaser.Cache.TILEMAP, key);
  
      },
  
      /**
      * Checks if the given key exists in the Binary Cache.
      *
      * @method Phaser.Cache#checkBinaryKey
      * @param {string} key - The key of the asset within the cache.
      * @return {boolean} True if the key exists in the cache, otherwise false.
      */
      checkBinaryKey: function (key) {
  
          return this.checkKey(Phaser.Cache.BINARY, key);
  
      },
  
      /**
      * Checks if the given key exists in the BitmapData Cache.
      *
      * @method Phaser.Cache#checkBitmapDataKey
      * @param {string} key - The key of the asset within the cache.
      * @return {boolean} True if the key exists in the cache, otherwise false.
      */
      checkBitmapDataKey: function (key) {
  
          return this.checkKey(Phaser.Cache.BITMAPDATA, key);
  
      },
  
      /**
      * Checks if the given key exists in the BitmapFont Cache.
      *
      * @method Phaser.Cache#checkBitmapFontKey
      * @param {string} key - The key of the asset within the cache.
      * @return {boolean} True if the key exists in the cache, otherwise false.
      */
      checkBitmapFontKey: function (key) {
  
          return this.checkKey(Phaser.Cache.BITMAPFONT, key);
  
      },
  
      /**
      * Checks if the given key exists in the JSON Cache.
      *
      * @method Phaser.Cache#checkJSONKey
      * @param {string} key - The key of the asset within the cache.
      * @return {boolean} True if the key exists in the cache, otherwise false.
      */
      checkJSONKey: function (key) {
  
          return this.checkKey(Phaser.Cache.JSON, key);
  
      },
  
      /**
      * Checks if the given key exists in the XML Cache.
      *
      * @method Phaser.Cache#checkXMLKey
      * @param {string} key - The key of the asset within the cache.
      * @return {boolean} True if the key exists in the cache, otherwise false.
      */
      checkXMLKey: function (key) {
  
          return this.checkKey(Phaser.Cache.XML, key);
  
      },
  
      /**
      * Checks if the given key exists in the Video Cache.
      *
      * @method Phaser.Cache#checkVideoKey
      * @param {string} key - The key of the asset within the cache.
      * @return {boolean} True if the key exists in the cache, otherwise false.
      */
      checkVideoKey: function (key) {
  
          return this.checkKey(Phaser.Cache.VIDEO, key);
  
      },
  
      /**
      * Checks if the given key exists in the Fragment Shader Cache.
      *
      * @method Phaser.Cache#checkShaderKey
      * @param {string} key - The key of the asset within the cache.
      * @return {boolean} True if the key exists in the cache, otherwise false.
      */
      checkShaderKey: function (key) {
  
          return this.checkKey(Phaser.Cache.SHADER, key);
  
      },
  
      /**
      * Checks if the given key exists in the Render Texture Cache.
      *
      * @method Phaser.Cache#checkRenderTextureKey
      * @param {string} key - The key of the asset within the cache.
      * @return {boolean} True if the key exists in the cache, otherwise false.
      */
      checkRenderTextureKey: function (key) {
  
          return this.checkKey(Phaser.Cache.RENDER_TEXTURE, key);
  
      },
  
      ////////////////
      //  Get Items //
      ////////////////
  
      /**
      * Get an item from a cache based on the given key and property.
      *
      * This method is mostly used internally by other Cache methods such as `getImage` but is exposed
      * publicly for your own use as well.
      *
      * @method Phaser.Cache#getItem
      * @param {string} key - The key of the asset within the cache.
      * @param {integer} cache - The cache to search. One of the Cache consts such as `Phaser.Cache.IMAGE` or `Phaser.Cache.SOUND`.
      * @param {string} [method] - The string name of the method calling getItem. Can be empty, in which case no console warning is output.
      * @param {string} [property] - If you require a specific property from the cache item, specify it here.
      * @return {object} The cached item if found, otherwise `null`. If the key is invalid and `method` is set then a console.warn is output.
      */
      getItem: function (key, cache, method, property) {
  
          if (!this.checkKey(cache, key))
          {
              if (method)
              {
                  console.warn('Phaser.Cache.' + method + ': Key "' + key + '" not found in Cache.');
              }
          }
          else
          {
              if (property === undefined)
              {
                  return this._cacheMap[cache][key];
              }
              else
              {
                  return this._cacheMap[cache][key][property];
              }
          }
  
          return null;
  
      },
  
      /**
      * Gets a Canvas object from the cache.
      *
      * The object is looked-up based on the key given.
      *
      * Note: If the object cannot be found a `console.warn` message is displayed.
      *
      * @method Phaser.Cache#getCanvas
      * @param {string} key - The key of the asset to retrieve from the cache.
      * @return {object} The canvas object or `null` if no item could be found matching the given key.
      */
      getCanvas: function (key) {
  
          return this.getItem(key, Phaser.Cache.CANVAS, 'getCanvas', 'canvas');
  
      },
  
      /**
      * Gets a Image object from the cache. This returns a DOM Image object, not a Phaser.Image object.
      *
      * The object is looked-up based on the key given.
      *
      * Note: If the object cannot be found a `console.warn` message is displayed.
      *
      * Only the Image cache is searched, which covers images loaded via Loader.image, Sprite Sheets and Texture Atlases.
      *
      * If you need the image used by a bitmap font or similar then please use those respective 'get' methods.
      *
      * @method Phaser.Cache#getImage
      * @param {string} [key] - The key of the asset to retrieve from the cache. If not given or null it will return a default image. If given but not found in the cache it will throw a warning and return the missing image.
      * @param {boolean} [full=false] - If true the full image object will be returned, if false just the HTML Image object is returned.
      * @return {Image} The Image object if found in the Cache, otherwise `null`. If `full` was true then a JavaScript object is returned.
      */
      getImage: function (key, full) {
  
          if (key === undefined || key === null)
          {
              key = '__default';
          }
  
          if (full === undefined) { full = false; }
  
          var  img = this.getItem(key, Phaser.Cache.IMAGE, 'getImage');
  
          if (img === null)
          {
              img = this.getItem('__missing', Phaser.Cache.IMAGE, 'getImage');
          }
  
          if (full)
          {
              return img;
          }
          else
          {
              return img.data;
          }
  
      },
  
      /**
      * Get a single texture frame by key.
      *
      * You'd only do this to get the default Frame created for a non-atlas / spritesheet image.
      *
      * @method Phaser.Cache#getTextureFrame
      * @param {string} key - The key of the asset to retrieve from the cache.
      * @return {Phaser.Frame} The frame data.
      */
      getTextureFrame: function (key) {
  
          return this.getItem(key, Phaser.Cache.TEXTURE, 'getTextureFrame', 'frame');
  
      },
  
      /**
      * Gets a Phaser.Sound object from the cache.
      *
      * The object is looked-up based on the key given.
      *
      * Note: If the object cannot be found a `console.warn` message is displayed.
      *
      * @method Phaser.Cache#getSound
      * @param {string} key - The key of the asset to retrieve from the cache.
      * @return {Phaser.Sound} The sound object.
      */
      getSound: function (key) {
  
          return this.getItem(key, Phaser.Cache.SOUND, 'getSound');
  
      },
  
      /**
      * Gets a raw Sound data object from the cache.
      *
      * The object is looked-up based on the key given.
      *
      * Note: If the object cannot be found a `console.warn` message is displayed.
      *
      * @method Phaser.Cache#getSoundData
      * @param {string} key - The key of the asset to retrieve from the cache.
      * @return {object} The sound data.
      */
      getSoundData: function (key) {
  
          return this.getItem(key, Phaser.Cache.SOUND, 'getSoundData', 'data');
  
      },
  
      /**
      * Gets a Text object from the cache.
      *
      * The object is looked-up based on the key given.
      *
      * Note: If the object cannot be found a `console.warn` message is displayed.
      *
      * @method Phaser.Cache#getText
      * @param {string} key - The key of the asset to retrieve from the cache.
      * @return {object} The text data.
      */
      getText: function (key) {
  
          return this.getItem(key, Phaser.Cache.TEXT, 'getText', 'data');
  
      },
  
      /**
      * Gets a Physics Data object from the cache.
      *
      * The object is looked-up based on the key given.
      *
      * Note: If the object cannot be found a `console.warn` message is displayed.
      *
      * You can get either the entire data set, a single object or a single fixture of an object from it.
      *
      * @method Phaser.Cache#getPhysicsData
      * @param {string} key - The key of the asset to retrieve from the cache.
      * @param {string} [object=null] - If specified it will return just the physics object that is part of the given key, if null it will return them all.
      * @param {string} fixtureKey - Fixture key of fixture inside an object. This key can be set per fixture with the Phaser Exporter.
      * @return {object} The requested physics object data if found.
      */
      getPhysicsData: function (key, object, fixtureKey) {
  
          var data = this.getItem(key, Phaser.Cache.PHYSICS, 'getPhysicsData', 'data');
  
          if (data === null || object === undefined || object === null)
          {
              return data;
          }
          else
          {
              if (data[object])
              {
                  var fixtures = data[object];
  
                  //  Try to find a fixture by its fixture key if given
                  if (fixtures && fixtureKey)
                  {
                      for (var fixture in fixtures)
                      {
                          //  This contains the fixture data of a polygon or a circle
                          fixture = fixtures[fixture];
  
                          //  Test the key
                          if (fixture.fixtureKey === fixtureKey)
                          {
                              return fixture;
                          }
                      }
  
                      //  We did not find the requested fixture
                      console.warn('Phaser.Cache.getPhysicsData: Could not find given fixtureKey: "' + fixtureKey + ' in ' + key + '"');
                  }
                  else
                  {
                      return fixtures;
                  }
              }
              else
              {
                  console.warn('Phaser.Cache.getPhysicsData: Invalid key/object: "' + key + ' / ' + object + '"');
              }
          }
  
          return null;
  
      },
  
      /**
      * Gets a raw Tilemap data object from the cache. This will be in either CSV or JSON format.
      *
      * The object is looked-up based on the key given.
      *
      * Note: If the object cannot be found a `console.warn` message is displayed.
      *
      * @method Phaser.Cache#getTilemapData
      * @param {string} key - The key of the asset to retrieve from the cache.
      * @return {object} The raw tilemap data in CSV or JSON format.
      */
      getTilemapData: function (key) {
  
          return this.getItem(key, Phaser.Cache.TILEMAP, 'getTilemapData');
  
      },
  
      /**
      * Gets a binary object from the cache.
      *
      * The object is looked-up based on the key given.
      *
      * Note: If the object cannot be found a `console.warn` message is displayed.
      *
      * @method Phaser.Cache#getBinary
      * @param {string} key - The key of the asset to retrieve from the cache.
      * @return {object} The binary data object.
      */
      getBinary: function (key) {
  
          return this.getItem(key, Phaser.Cache.BINARY, 'getBinary');
  
      },
  
      /**
      * Gets a BitmapData object from the cache.
      *
      * The object is looked-up based on the key given.
      *
      * Note: If the object cannot be found a `console.warn` message is displayed.
      *
      * @method Phaser.Cache#getBitmapData
      * @param {string} key - The key of the asset to retrieve from the cache.
      * @return {Phaser.BitmapData} The requested BitmapData object if found, or null if not.
      */
      getBitmapData: function (key) {
  
          return this.getItem(key, Phaser.Cache.BITMAPDATA, 'getBitmapData', 'data');
  
      },
  
      /**
      * Gets a Bitmap Font object from the cache.
      *
      * The object is looked-up based on the key given.
      *
      * Note: If the object cannot be found a `console.warn` message is displayed.
      *
      * @method Phaser.Cache#getBitmapFont
      * @param {string} key - The key of the asset to retrieve from the cache.
      * @return {Phaser.BitmapFont} The requested BitmapFont object if found, or null if not.
      */
      getBitmapFont: function (key) {
  
          return this.getItem(key, Phaser.Cache.BITMAPFONT, 'getBitmapFont');
  
      },
  
      /**
      * Gets a JSON object from the cache.
      *
      * The object is looked-up based on the key given.
      *
      * Note: If the object cannot be found a `console.warn` message is displayed.
      *
      * You can either return the object by reference (the default), or return a clone
      * of it by setting the `clone` argument to `true`.
      *
      * @method Phaser.Cache#getJSON
      * @param {string} key - The key of the asset to retrieve from the cache.
      * @param {boolean} [clone=false] - Return a clone of the original object (true) or a reference to it? (false)
      * @return {object} The JSON object, or an Array if the key points to an Array property. If the property wasn't found, it returns null.
      */
      getJSON: function (key, clone) {
  
          var data = this.getItem(key, Phaser.Cache.JSON, 'getJSON', 'data');
  
          if (data)
          {
              if (clone)
              {
                  return Phaser.Utils.extend(true, Array.isArray(data) ? [] : {}, data);
              }
              else
              {
                  return data;
              }
          }
          else
          {
              return null;
          }
  
      },
  
      /**
      * Gets an XML object from the cache.
      *
      * The object is looked-up based on the key given.
      *
      * Note: If the object cannot be found a `console.warn` message is displayed.
      *
      * @method Phaser.Cache#getXML
      * @param {string} key - The key of the asset to retrieve from the cache.
      * @return {object} The XML object.
      */
      getXML: function (key) {
  
          return this.getItem(key, Phaser.Cache.XML, 'getXML', 'data');
  
      },
  
      /**
      * Gets a Phaser.Video object from the cache.
      *
      * The object is looked-up based on the key given.
      *
      * Note: If the object cannot be found a `console.warn` message is displayed.
      *
      * @method Phaser.Cache#getVideo
      * @param {string} key - The key of the asset to retrieve from the cache.
      * @return {Phaser.Video} The video object.
      */
      getVideo: function (key) {
  
          return this.getItem(key, Phaser.Cache.VIDEO, 'getVideo');
  
      },
  
      /**
      * Gets a fragment shader object from the cache.
      *
      * The object is looked-up based on the key given.
      *
      * Note: If the object cannot be found a `console.warn` message is displayed.
      *
      * @method Phaser.Cache#getShader
      * @param {string} key - The key of the asset to retrieve from the cache.
      * @return {string} The shader object.
      */
      getShader: function (key) {
  
          return this.getItem(key, Phaser.Cache.SHADER, 'getShader', 'data');
  
      },
  
      /**
      * Gets a RenderTexture object from the cache.
      *
      * The object is looked-up based on the key given.
      *
      * Note: If the object cannot be found a `console.warn` message is displayed.
      *
      * @method Phaser.Cache#getRenderTexture
      * @param {string} key - The key of the asset to retrieve from the cache.
      * @return {Object} The object with Phaser.RenderTexture and Phaser.Frame.
      */
      getRenderTexture: function (key) {
  
          return this.getItem(key, Phaser.Cache.RENDER_TEXTURE, 'getRenderTexture');
  
      },
  
      ////////////////////////////
      //  Frame Related Methods //
      ////////////////////////////
  
      /**
      * Gets a PIXI.BaseTexture by key from the given Cache.
      *
      * @method Phaser.Cache#getBaseTexture
      * @param {string} key - Asset key of the image for which you want the BaseTexture for.
      * @param {integer} [cache=Phaser.Cache.IMAGE] - The cache to search for the item in.
      * @return {PIXI.BaseTexture} The BaseTexture object.
      */
      getBaseTexture: function (key, cache) {
  
          if (cache === undefined) { cache = Phaser.Cache.IMAGE; }
  
          return this.getItem(key, cache, 'getBaseTexture', 'base');
  
      },
  
      /**
      * Get a single frame by key. You'd only do this to get the default Frame created for a non-atlas/spritesheet image.
      *
      * @method Phaser.Cache#getFrame
      * @param {string} key - Asset key of the frame data to retrieve from the Cache.
      * @param {integer} [cache=Phaser.Cache.IMAGE] - The cache to search for the item in.
      * @return {Phaser.Frame} The frame data.
      */
      getFrame: function (key, cache) {
  
          if (cache === undefined) { cache = Phaser.Cache.IMAGE; }
  
          return this.getItem(key, cache, 'getFrame', 'frame');
  
      },
  
      /**
      * Get the total number of frames contained in the FrameData object specified by the given key.
      *
      * @method Phaser.Cache#getFrameCount
      * @param {string} key - Asset key of the FrameData you want.
      * @param {integer} [cache=Phaser.Cache.IMAGE] - The cache to search for the item in.
      * @return {number} Then number of frames. 0 if the image is not found.
      */
      getFrameCount: function (key, cache) {
  
          var data = this.getFrameData(key, cache);
  
          if (data)
          {
              return data.total;
          }
          else
          {
              return 0;
          }
  
      },
  
      /**
      * Gets a Phaser.FrameData object from the Image Cache.
      *
      * The object is looked-up based on the key given.
      *
      * Note: If the object cannot be found a `console.warn` message is displayed.
      *
      * @method Phaser.Cache#getFrameData
      * @param {string} key - Asset key of the frame data to retrieve from the Cache.
      * @param {integer} [cache=Phaser.Cache.IMAGE] - The cache to search for the item in.
      * @return {Phaser.FrameData} The frame data.
      */
      getFrameData: function (key, cache) {
  
          if (cache === undefined) { cache = Phaser.Cache.IMAGE; }
  
          return this.getItem(key, cache, 'getFrameData', 'frameData');
  
      },
  
      /**
      * Check if the FrameData for the given key exists in the Image Cache.
      *
      * @method Phaser.Cache#hasFrameData
      * @param {string} key - Asset key of the frame data to retrieve from the Cache.
      * @param {integer} [cache=Phaser.Cache.IMAGE] - The cache to search for the item in.
      * @return {boolean} True if the given key has frameData in the cache, otherwise false.
      */
      hasFrameData: function (key, cache) {
  
          if (cache === undefined) { cache = Phaser.Cache.IMAGE; }
  
          return (this.getItem(key, cache, '', 'frameData') !== null);
  
      },
  
      /**
      * Replaces a set of frameData with a new Phaser.FrameData object.
      *
      * @method Phaser.Cache#updateFrameData
      * @param {string} key - The unique key by which you will reference this object.
      * @param {number} frameData - The new FrameData.
      * @param {integer} [cache=Phaser.Cache.IMAGE] - The cache to search. One of the Cache consts such as `Phaser.Cache.IMAGE` or `Phaser.Cache.SOUND`.
      */
      updateFrameData: function (key, frameData, cache) {
  
          if (cache === undefined) { cache = Phaser.Cache.IMAGE; }
  
          if (this._cacheMap[cache][key])
          {
              this._cacheMap[cache][key].frameData = frameData;
          }
  
      },
  
      /**
      * Get a single frame out of a frameData set by key.
      *
      * @method Phaser.Cache#getFrameByIndex
      * @param {string} key - Asset key of the frame data to retrieve from the Cache.
      * @param {number} index - The index of the frame you want to get.
      * @param {integer} [cache=Phaser.Cache.IMAGE] - The cache to search. One of the Cache consts such as `Phaser.Cache.IMAGE` or `Phaser.Cache.SOUND`.
      * @return {Phaser.Frame} The frame object.
      */
      getFrameByIndex: function (key, index, cache) {
  
          var data = this.getFrameData(key, cache);
  
          if (data)
          {
              return data.getFrame(index);
          }
          else
          {
              return null;
          }
  
      },
  
      /**
      * Get a single frame out of a frameData set by key.
      *
      * @method Phaser.Cache#getFrameByName
      * @param {string} key - Asset key of the frame data to retrieve from the Cache.
      * @param {string} name - The name of the frame you want to get.
      * @param {integer} [cache=Phaser.Cache.IMAGE] - The cache to search. One of the Cache consts such as `Phaser.Cache.IMAGE` or `Phaser.Cache.SOUND`.
      * @return {Phaser.Frame} The frame object.
      */
      getFrameByName: function (key, name, cache) {
  
          var data = this.getFrameData(key, cache);
  
          if (data)
          {
              return data.getFrameByName(name);
          }
          else
          {
              return null;
          }
  
      },
  
      /**
      * Get a cached object by the URL.
      * This only returns a value if you set Cache.autoResolveURL to `true` *before* starting the preload of any assets.
      * Be aware that every call to this function makes a DOM src query, so use carefully and double-check for implications in your target browsers/devices.
      *
      * @method Phaser.Cache#getURL
      * @param {string} url - The url for the object loaded to get from the cache.
      * @return {object} The cached object.
      */
      getURL: function (url) {
  
          var url = this._resolveURL(url);
  
          if (url)
          {
              return this._urlMap[url];
          }
          else
          {
              console.warn('Phaser.Cache.getUrl: Invalid url: "' + url  + '" or Cache.autoResolveURL was false');
              return null;
          }
  
      },
  
      /**
      * Gets all keys used in the requested Cache.
      *
      * @method Phaser.Cache#getKeys
      * @param {integer} [cache=Phaser.Cache.IMAGE] - The Cache you wish to get the keys from. Can be any of the Cache consts such as `Phaser.Cache.IMAGE`, `Phaser.Cache.SOUND` etc.
      * @return {Array} The array of keys in the requested cache.
      */
      getKeys: function (cache) {
  
          if (cache === undefined) { cache = Phaser.Cache.IMAGE; }
  
          var out = [];
  
          if (this._cacheMap[cache])
          {
              for (var key in this._cacheMap[cache])
              {
                  if (key !== '__default' && key !== '__missing')
                  {
                      out.push(key);
                  }
              }
          }
  
          return out;
  
      },
  
      /////////////////////
      //  Remove Methods //
      /////////////////////
  
      /**
      * Removes a canvas from the cache.
      *
      * Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewhere
      * then it will persist in memory.
      *
      * @method Phaser.Cache#removeCanvas
      * @param {string} key - Key of the asset you want to remove.
      */
      removeCanvas: function (key) {
  
          delete this._cache.canvas[key];
  
      },
  
      /**
      * Removes an image from the cache.
      *
      * You can optionally elect to destroy it as well. This calls BaseTexture.destroy on it.
      *
      * Note that this only removes it from the Phaser Cache. If you still have references to the data elsewhere
      * then it will persist in memory.
      *
      * @method Phaser.Cache#removeImage
      * @param {string} key - Key of the asset you want to remove.
      * @param {boolean} [destroyBaseTexture=true] - Should the BaseTexture behind this image also be destroyed?
      */
      removeImage: function (key, destroyBaseTexture) {
  
          if (destroyBaseTexture === undefined) { destroyBaseTexture = true; }
  
          var img = this.getImage(key, true);
  
          if (destroyBaseTexture && img.base)
          {
              img.base.destroy();
          }
  
          delete this._cache.image[key];
  
      },
  
      /**
      * Removes a sound from the cache.
      *
      * If any `Phaser.Sound` objects use the audio file in the cache that you remove with this method, they will
      * _automatically_ destroy themselves. If you wish to have full control over when Sounds are destroyed then
      * you must finish your house-keeping and destroy them all yourself first, before calling this method.
      *
      * Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewhere
      * then it will persist in memory.
      *
      * @method Phaser.Cache#removeSound
      * @param {string} key - Key of the asset you want to remove.
      */
      removeSound: function (key) {
  
          delete this._cache.sound[key];
  
      },
  
      /**
      * Removes a text file from the cache.
      *
      * Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewhere
      * then it will persist in memory.
      *
      * @method Phaser.Cache#removeText
      * @param {string} key - Key of the asset you want to remove.
      */
      removeText: function (key) {
  
          delete this._cache.text[key];
  
      },
  
      /**
      * Removes a physics data file from the cache.
      *
      * Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewhere
      * then it will persist in memory.
      *
      * @method Phaser.Cache#removePhysics
      * @param {string} key - Key of the asset you want to remove.
      */
      removePhysics: function (key) {
  
          delete this._cache.physics[key];
  
      },
  
      /**
      * Removes a tilemap from the cache.
      *
      * Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewhere
      * then it will persist in memory.
      *
      * @method Phaser.Cache#removeTilemap
      * @param {string} key - Key of the asset you want to remove.
      */
      removeTilemap: function (key) {
  
          delete this._cache.tilemap[key];
  
      },
  
      /**
      * Removes a binary file from the cache.
      *
      * Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewhere
      * then it will persist in memory.
      *
      * @method Phaser.Cache#removeBinary
      * @param {string} key - Key of the asset you want to remove.
      */
      removeBinary: function (key) {
  
          delete this._cache.binary[key];
  
      },
  
      /**
      * Removes a bitmap data from the cache.
      *
      * Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewhere
      * then it will persist in memory.
      *
      * @method Phaser.Cache#removeBitmapData
      * @param {string} key - Key of the asset you want to remove.
      */
      removeBitmapData: function (key) {
  
          delete this._cache.bitmapData[key];
  
      },
  
      /**
      * Removes a bitmap font from the cache.
      *
      * Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewhere
      * then it will persist in memory.
      *
      * @method Phaser.Cache#removeBitmapFont
      * @param {string} key - Key of the asset you want to remove.
      */
      removeBitmapFont: function (key) {
  
          delete this._cache.bitmapFont[key];
  
      },
  
      /**
      * Removes a json object from the cache.
      *
      * Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewhere
      * then it will persist in memory.
      *
      * @method Phaser.Cache#removeJSON
      * @param {string} key - Key of the asset you want to remove.
      */
      removeJSON: function (key) {
  
          delete this._cache.json[key];
  
      },
  
      /**
      * Removes a xml object from the cache.
      *
      * Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewhere
      * then it will persist in memory.
      *
      * @method Phaser.Cache#removeXML
      * @param {string} key - Key of the asset you want to remove.
      */
      removeXML: function (key) {
  
          delete this._cache.xml[key];
  
      },
  
      /**
      * Removes a video from the cache.
      *
      * Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewhere
      * then it will persist in memory.
      *
      * @method Phaser.Cache#removeVideo
      * @param {string} key - Key of the asset you want to remove.
      */
      removeVideo: function (key) {
  
          delete this._cache.video[key];
  
      },
  
      /**
      * Removes a shader from the cache.
      *
      * Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewhere
      * then it will persist in memory.
      *
      * @method Phaser.Cache#removeShader
      * @param {string} key - Key of the asset you want to remove.
      */
      removeShader: function (key) {
  
          delete this._cache.shader[key];
  
      },
  
      /**
      * Removes a Render Texture from the cache.
      *
      * Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewhere
      * then it will persist in memory.
      *
      * @method Phaser.Cache#removeRenderTexture
      * @param {string} key - Key of the asset you want to remove.
      */
      removeRenderTexture: function (key) {
  
          delete this._cache.renderTexture[key];
  
      },
  
      /**
      * Removes a Sprite Sheet from the cache.
      *
      * Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewhere
      * then it will persist in memory.
      *
      * @method Phaser.Cache#removeSpriteSheet
      * @param {string} key - Key of the asset you want to remove.
      */
      removeSpriteSheet: function (key) {
  
          delete this._cache.spriteSheet[key];
  
      },
  
      /**
      * Removes a Texture Atlas from the cache.
      *
      * Note that this only removes it from the Phaser.Cache. If you still have references to the data elsewhere
      * then it will persist in memory.
      *
      * @method Phaser.Cache#removeTextureAtlas
      * @param {string} key - Key of the asset you want to remove.
      */
      removeTextureAtlas: function (key) {
  
          delete this._cache.image[key];
  
      },
  
      /**
      * Empties out all of the GL Textures from Images stored in the cache.
      * This is called automatically when the WebGL context is lost and then restored.
      *
      * @method Phaser.Cache#clearGLTextures
      * @protected
      */
      clearGLTextures: function () {
  
          for (var key in this._cache.image)
          {
              this._cache.image[key].base._glTextures = [];
          }
  
      },
  
      /**
      * Resolves a URL to its absolute form and stores it in Cache._urlMap as long as Cache.autoResolveURL is set to `true`.
      * This is then looked-up by the Cache.getURL and Cache.checkURL calls.
      *
      * @method Phaser.Cache#_resolveURL
      * @private
      * @param {string} url - The URL to resolve. This is appended to Loader.baseURL.
      * @param {object} [data] - The data associated with the URL to be stored to the URL Map.
      * @return {string} The resolved URL.
      */
      _resolveURL: function (url, data) {
  
          if (!this.autoResolveURL)
          {
              return null;
          }
  
          this._urlResolver.src = this.game.load.baseURL + url;
  
          this._urlTemp = this._urlResolver.src;
  
          //  Ensure no request is actually made
          this._urlResolver.src = '';
  
          //  Record the URL to the map
          if (data)
          {
              this._urlMap[this._urlTemp] = data;
          }
  
          return this._urlTemp;
  
      },
  
      /**
      * Clears the cache. Removes every local cache object reference.
      * If an object in the cache has a `destroy` method it will also be called.
      *
      * @method Phaser.Cache#destroy
      */
      destroy: function () {
  
          for (var i = 0; i < this._cacheMap.length; i++)
          {
              var cache = this._cacheMap[i];
  
              for (var key in cache)
              {
                  if (key !== '__default' && key !== '__missing')
                  {
                      if (cache[key]['destroy'])
                      {
                          cache[key].destroy();
                      }
  
                      delete cache[key];
                  }
              }
          }
  
          this._urlMap = null;
          this._urlResolver = null;
          this._urlTemp = null;
  
      }
  
  };
  
  Phaser.Cache.prototype.constructor = Phaser.Cache;
  