What problem does it solve? Phaser games need external assets like images, spritesheets, audio, and tilemaps fetched and cached before scenes can use them, and mishandling the Loader leads to missing textures, silent duplicate keys, or progress bars that never update. ## Core Features & Use Cases - Full file type coverage: Load images, spritesheets, atlases, audio, video, JSON, tilemaps, bitmap fonts, web fonts, SVG, and pack manifests via this.load methods. - Load lifecycle events: Track progress, filecomplete, loaderror, and complete events to build progress bars and handle failures. - URL and cache management: Control baseURL, path, prefixes, cross-origin settings, and access global caches like this.cache.json and the Texture Manager. - Use Case: You are building a Phaser game scene and need to preload a sprite atlas, background music with OGG/MP3 fallbacks, and a Tiled JSON tilemap while showing a loading progress bar before create() runs. ## Quick Start Show me how to preload a spritesheet, an audio file with format fallbacks, and a Tiled tilemap in a Phaser scene with a progress bar.