# Source: src/loader/Cache.js

    /**
    * @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: {}
        };

        /**
        * @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#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),
                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 - Texture atlas frames data.
        * @param {string} [atlasType='xml'] - The format of the texture atlas ( '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)
            };

            if (xSpacing === undefined) { xSpacing = 0; }
            if (ySpacing === undefined) { ySpacing = 0; }

            if (atlasType === 'json')
            {
                obj.font = Phaser.LoaderParser.jsonBitmapFont(atlasData, obj.base, xSpacing, ySpacing);
            }
            else
            {
                obj.font = Phaser.LoaderParser.xmlBitmapFont(atlasData, obj.base, xSpacing, ySpacing);
            }

            this._cache.bitmapFont[key] = obj;

            this._resolveURL(url, 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.
        */
        addSpriteSheet: function (key, url, data, frameWidth, frameHeight, frameMax, margin, spacing) {

            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),
                frameData: Phaser.AnimationParser.spriteSheet(this.game, data, frameWidth, frameHeight, frameMax, margin, spacing)
            };

            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)
            };

            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.atlas[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;