What problem does it solve? Phaser games need external assets like images, spritesheets, audio, JSON data, tilemaps, and fonts fetched and cached before gameplay begins. Managing load queues, URL resolution, progress tracking, and cache access manually is error-prone, and mistakes like forgetting to start the Loader outside preload cause silent failures. ## Core Features & Use Cases - Full File Type Coverage: Load images, spritesheets, texture atlases (JSON, XML, multiatlas, Unity, Aseprite), audio with format fallbacks, video, JSON, XML, text, binary, GLSL shaders, bitmap fonts, web fonts, and Tiled/CSV/Impact tilemaps via this.load methods. - Load Lifecycle Events: Track progress with progress, fileprogress, filecomplete, loaderror, and complete events to build loading screens and progress bars. - URL and Cache Management: Control baseURL, path, and prefix for URL resolution, and access loaded assets through global caches like this.cache.json and the Texture Manager. - Use Case: Build a BootScene that loads a progress bar image via a scene payload pack, then display a real-time progress bar in preload() while queueing all level assets including a Tiled tilemap, sprite atlas, and background music with OGG/MP3 fallbacks. ## Quick Start Show me how to load a spritesheet, an atlas, and background audio in a Phaser Scene preload method with a progress bar.