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<a href="Phaser.StateManager.html">StateManager</a>
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<a href="Phaser.TilemapParser.html">TilemapParser</a>
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</li>
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<a href="Phaser.Utils.html">Utils</a>
</li>
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<a href="Phaser.Utils.Debug.html">Debug</a>
</li>
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<li class="class-depth-1">
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<a href="Phaser.World.html">World</a>
</li>
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<a href="PIXI.PIXI.html">PIXI</a>
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<a href="PIXI.PixiShader.html">PixiShader</a>
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<a href="PIXI.SmartBlurFilter.html">SmartBlurFilter</a>
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<a href="PIXI.Spine.html">Spine</a>
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<a href="PIXI.SpineLoader.html">SpineLoader</a>
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2014-11-25 00:23:44 +00:00
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<a href="PIXI.SpineTextureLoader.html">SpineTextureLoader</a>
</li>
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<a href="PIXI.Sprite.html">Sprite</a>
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<a href="PIXI.SpriteBatch.html">SpriteBatch</a>
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<a href="PIXI.SpriteSheetLoader.html">SpriteSheetLoader</a>
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<a href="PIXI.Stage.html">Stage</a>
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<a href="PIXI.Strip.html">Strip</a>
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<a href="PIXI.StripShader.html">StripShader</a>
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<a href="PIXI.Text.html">Text</a>
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<a href="PIXI.Texture.html">Texture</a>
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<a href="PIXI.TilingSprite.html">TilingSprite</a>
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<a href="PIXI.TiltShiftFilter.html">TiltShiftFilter</a>
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<a href="PIXI.TiltShiftXFilter.html">TiltShiftXFilter</a>
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<a href="PIXI.TiltShiftYFilter.html">TiltShiftYFilter</a>
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<a href="PIXI.TwistFilter.html">TwistFilter</a>
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<a href="PIXI.VideoTexture.html">VideoTexture</a>
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<a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a>
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<a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a>
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<a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a>
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<a href="PIXI.WebGLRenderer.html">WebGLRenderer</a>
</li>
2013-10-02 11:11:22 +00:00
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</li>
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2014-11-15 20:01:46 +00:00
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<li class="class-depth-1"><a href="Phaser.GameObjectFactory.html">Factory (game.add)</a></li>
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<div id="main">
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<h1 class="page-title">Source: D:/wamp/www/phaser/src/core/State.js</h1>
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<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
2014-02-05 06:29:17 +00:00
* @copyright 2014 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* This is a base State class which can be extended if you are creating your own game.
* It provides quick access to common functions such as the camera, cache, input, match, sound and more.
*
* @class Phaser.State
* @constructor
*/
Phaser.State = function () {
/**
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* @property {Phaser.Game} game - This is a reference to the currently running Game.
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*/
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this.game = null;
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/**
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* @property {Phaser.GameObjectFactory} add - A reference to the GameObjectFactory which can be used to add new objects to the World.
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*/
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this.add = null;
/**
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* @property {Phaser.GameObjectCreator} make - A reference to the GameObjectCreator which can be used to make new objects.
*/
this.make = null;
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/**
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* @property {Phaser.Camera} camera - A handy reference to World.camera.
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*/
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this.camera = null;
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/**
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* @property {Phaser.Cache} cache - A reference to the game cache which contains any loaded or generated assets, such as images, sound and more.
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*/
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this.cache = null;
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/**
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* @property {Phaser.Input} input - A reference to the Input Manager.
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*/
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this.input = null;
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/**
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* @property {Phaser.Loader} load - A reference to the Loader, which you mostly use in the preload method of your state to load external assets.
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*/
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this.load = null;
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/**
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* @property {Phaser.Math} math - A reference to Math class with lots of helpful functions.
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*/
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this.math = null;
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/**
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* @property {Phaser.SoundManager} sound - A reference to the Sound Manager which can create, play and stop sounds, as well as adjust global volume.
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*/
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this.sound = null;
/**
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* @property {Phaser.ScaleManager} scale - A reference to the Scale Manager which controls the way the game scales on different displays.
*/
this.scale = null;
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/**
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* @property {Phaser.Stage} stage - A reference to the Stage.
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*/
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this.stage = null;
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/**
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* @property {Phaser.Time} time - A reference to the game clock and timed events system.
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*/
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this.time = null;
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/**
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* @property {Phaser.TweenManager} tweens - A reference to the tween manager.
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*/
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this.tweens = null;
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/**
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* @property {Phaser.World} world - A reference to the game world. All objects live in the Game World and its size is not bound by the display resolution.
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*/
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this.world = null;
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/**
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* @property {Phaser.Particles} particles - The Particle Manager. It is called during the core gameloop and updates any Particle Emitters it has created.
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*/
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this.particles = null;
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/**
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* @property {Phaser.Physics} physics - A reference to the physics manager which looks after the different physics systems available within Phaser.
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*/
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this.physics = null;
/**
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* @property {Phaser.RandomDataGenerator} rnd - A reference to the seeded and repeatable random data generator.
*/
this.rnd = null;
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};
Phaser.State.prototype = {
/**
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* preload is called first. Normally you'd use this to load your game assets (or those needed for the current State)
* You shouldn't create any objects in this method that require assets that you're also loading in this method, as
* they won't yet be available.
*
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* @method Phaser.State#preload
*/
preload: function () {
},
/**
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* loadUpdate is called during the Loader process. This only happens if you've set one or more assets to load in the preload method.
*
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* @method Phaser.State#loadUpdate
*/
loadUpdate: function () {
},
/**
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* loadRender is called during the Loader process. This only happens if you've set one or more assets to load in the preload method.
* The difference between loadRender and render is that any objects you render in this method you must be sure their assets exist.
*
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* @method Phaser.State#loadRender
*/
loadRender: function () {
},
/**
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* create is called once preload has completed, this includes the loading of any assets from the Loader.
* If you don't have a preload method then create is the first method called in your State.
*
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* @method Phaser.State#create
*/
create: function () {
},
/**
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* The update method is left empty for your own use.
* It is called during the core game loop AFTER debug, physics, plugins and the Stage have had their preUpdate methods called.
* If is called BEFORE Stage, Tweens, Sounds, Input, Physics, Particles and Plugins have had their postUpdate methods called.
*
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* @method Phaser.State#update
*/
update: function () {
},
/**
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* Nearly all display objects in Phaser render automatically, you don't need to tell them to render.
* However the render method is called AFTER the game renderer and plugins have rendered, so you're able to do any
* final post-processing style effects here. Note that this happens before plugins postRender takes place.
*
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* @method Phaser.State#render
*/
render: function () {
},
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/**
* If your game is set to Scalemode RESIZE then each time the browser resizes it will call this function, passing in the new width and height.
*
* @method Phaser.State#resize
*/
resize: function () {
},
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/**
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* This method will be called if the core game loop is paused.
*
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* @method Phaser.State#paused
*/
paused: function () {
},
/**
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* pauseUpdate is called while the game is paused instead of preUpdate, update and postUpdate.
*
* @method Phaser.State#pauseUpdate
*/
pauseUpdate: function () {
},
/**
* This method will be called when the State is shutdown (i.e. you switch to another state from this one).
*
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* @method Phaser.State#shutdown
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*/
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shutdown: function () {
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}
};
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Phaser.State.prototype.constructor = Phaser.State;
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</pre>
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