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2014-09-09 14:36:56 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.Rope.html" > Rope< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-03-14 06:36:05 +00:00
< a href = "Phaser.ScaleManager.html" > ScaleManager< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 11:11:22 +00:00
< a href = "Phaser.Signal.html" > Signal< / a >
< / li >
2014-04-11 12:09:28 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.SignalBinding.html" > SignalBinding< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-05 06:29:17 +00:00
< a href = "Phaser.SinglePad.html" > SinglePad< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 00:21:08 +00:00
< a href = "Phaser.Sound.html" > Sound< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 00:21:08 +00:00
< a href = "Phaser.SoundManager.html" > SoundManager< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Sprite.html" > Sprite< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-18 03:01:51 +00:00
< a href = "Phaser.SpriteBatch.html" > SpriteBatch< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 11:11:22 +00:00
< a href = "Phaser.Stage.html" > Stage< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 11:11:22 +00:00
< a href = "Phaser.State.html" > State< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 11:11:22 +00:00
< a href = "Phaser.StateManager.html" > StateManager< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.Text.html" > Text< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Tile.html" > Tile< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Tilemap.html" > Tilemap< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.TilemapLayer.html" > TilemapLayer< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.TilemapParser.html" > TilemapParser< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Tileset.html" > Tileset< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-25 15:54:40 +00:00
< a href = "Phaser.TileSprite.html" > TileSprite< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Time.html" > Time< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-11-28 15:57:09 +00:00
< a href = "Phaser.Timer.html" > Timer< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2014-02-05 06:29:17 +00:00
< a href = "Phaser.TimerEvent.html" > TimerEvent< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 14:05:55 +00:00
< a href = "Phaser.Touch.html" > Touch< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Tween.html" > Tween< / a >
< / li >
2014-11-25 00:23:44 +00:00
< li class = "class-depth-1" >
< a href = "Phaser.TweenData.html" > TweenData< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.TweenManager.html" > TweenManager< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Utils.html" > Utils< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-2" >
2013-10-03 01:38:35 +00:00
< a href = "Phaser.Utils.Debug.html" > Debug< / a >
< / li >
2014-04-10 22:13:43 +00:00
< li class = "class-depth-1" >
2013-10-02 11:11:22 +00:00
< a href = "Phaser.World.html" > World< / a >
< / li >
2014-11-15 20:01:46 +00:00
< li class = "class-depth-1" >
< a href = "PIXI.AbstractFilter.html" > AbstractFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.AjaxRequest.html" > AjaxRequest< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.AlphaMaskFilter.html" > AlphaMaskFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.AsciiFilter.html" > AsciiFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.AssetLoader.html" > AssetLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.AtlasLoader.html" > AtlasLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.BaseTexture.html" > BaseTexture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.BitmapFontLoader.html" > BitmapFontLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.BitmapText.html" > BitmapText< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.BlurFilter.html" > BlurFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.BlurXFilter.html" > BlurXFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.BlurYFilter.html" > BlurYFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasBuffer.html" > CanvasBuffer< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasGraphics.html" > CanvasGraphics< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasMaskManager.html" > CanvasMaskManager< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasRenderer.html" > CanvasRenderer< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CanvasTinter.html" > CanvasTinter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Circle.html" > Circle< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.ColorMatrixFilter.html" > ColorMatrixFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.ColorStepFilter.html" > ColorStepFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.ComplexPrimitiveShader.html" > ComplexPrimitiveShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.ConvolutionFilter.html" > ConvolutionFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.CrossHatchFilter.html" > CrossHatchFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.DisplacementFilter.html" > DisplacementFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.DisplayObject.html" > DisplayObject< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.DisplayObjectContainer.html" > DisplayObjectContainer< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.DotScreenFilter.html" > DotScreenFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Ellipse.html" > Ellipse< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Event.html" > Event< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.EventTarget.html" > EventTarget< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.FilterBlock.html" > FilterBlock< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.FilterTexture.html" > FilterTexture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Graphics.html" > Graphics< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.GraphicsData.html" > GraphicsData< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.GrayFilter.html" > GrayFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.ImageLoader.html" > ImageLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.InteractionData.html" > InteractionData< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.InteractionManager.html" > InteractionManager< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.InvertFilter.html" > InvertFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.JsonLoader.html" > JsonLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Matrix.html" > Matrix< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.MovieClip.html" > MovieClip< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.NoiseFilter.html" > NoiseFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.NormalMapFilter.html" > NormalMapFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PixelateFilter.html" > PixelateFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PIXI.html" > PIXI< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PixiFastShader.html" > PixiFastShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PixiShader.html" > PixiShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Point.html" > Point< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Polygon.html" > Polygon< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PolyK.html" > PolyK< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.PrimitiveShader.html" > PrimitiveShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Rectangle.html" > Rectangle< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.RenderTexture.html" > RenderTexture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.RGBSplitFilter.html" > RGBSplitFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Rope.html" > Rope< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.RoundedRectangle.html" > RoundedRectangle< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.SepiaFilter.html" > SepiaFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.SmartBlurFilter.html" > SmartBlurFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Spine.html" > Spine< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.SpineLoader.html" > SpineLoader< / a >
< / li >
2014-11-25 00:23:44 +00:00
< li class = "class-depth-1" >
< a href = "PIXI.SpineTextureLoader.html" > SpineTextureLoader< / a >
< / li >
2014-11-15 20:01:46 +00:00
< li class = "class-depth-1" >
< a href = "PIXI.Sprite.html" > Sprite< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.SpriteBatch.html" > SpriteBatch< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.SpriteSheetLoader.html" > SpriteSheetLoader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Stage.html" > Stage< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Strip.html" > Strip< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.StripShader.html" > StripShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Text.html" > Text< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Texture.html" > Texture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.TilingSprite.html" > TilingSprite< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.TiltShiftFilter.html" > TiltShiftFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.TiltShiftXFilter.html" > TiltShiftXFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.TiltShiftYFilter.html" > TiltShiftYFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.TwistFilter.html" > TwistFilter< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.VideoTexture.html" > VideoTexture< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.WebGLBlendModeManager.html" > WebGLBlendModeManager< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.WebGLFastSpriteBatch.html" > WebGLFastSpriteBatch< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.WebGLFilterManager.html" > WebGLFilterManager< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.WebGLRenderer.html" > WebGLRenderer< / a >
< / li >
2013-10-02 11:11:22 +00:00
< / ul >
< / li >
2014-11-25 00:23:44 +00:00
2014-11-15 20:01:46 +00:00
< li class = "dropdown" >
2014-11-25 00:23:44 +00:00
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Core< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.Group.html" > Group< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.World.html" > World< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Loader.html" > Loader< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Time.html" > Time< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Camera.html" > Camera< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.StateManager.html" > State Manager< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.TweenManager.html" > Tween Manager< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.SoundManager.html" > Sound Manager< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.InputManager.html" > Input Manager< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.ScaleManager.html" > Scale Manager< / a > < / li >
< / ul >
< / li >
2014-11-15 20:01:46 +00:00
2014-11-25 00:23:44 +00:00
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Game Objects< b class = "caret" > < / b > < / a >
2014-11-15 20:01:46 +00:00
< ul class = "dropdown-menu " >
2014-11-25 00:23:44 +00:00
< li class = "class-depth-1" > < a href = "Phaser.GameObjectFactory.html" > Factory (game.add)< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.GameObjectCreator.html" > Creator (game.make)< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Sprite.html" > Sprite< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Image.html" > Image< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Sound.html" > Sound< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Emitter.html" > Emitter< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Text.html" > Text< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Tween.html" > Tween< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.BitmapText.html" > BitmapText< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Tilemap.html" > Tilemap< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.BitmapData.html" > BitmapData< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.RetroFont.html" > RetroFont< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Button.html" > Button< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Animation.html" > Animation< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Graphics.html" > Graphics< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.RenderTexture.html" > RenderTexture< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.TileSprite.html" > TileSprite< / a > < / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Geometry< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.Circle.html" > Circle< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Rectangle.html" > Rectangle< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Point.html" > Point< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Line.html" > Line< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Ellipse.html" > Ellipse< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Polygon.html" > Polygon< / a > < / li >
< / ul >
< / li >
2014-11-15 20:01:46 +00:00
2014-11-25 00:23:44 +00:00
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Physics< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.Physics.Arcade.html" > Arcade Physics< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.Arcade.Body.html" > Body< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Physics.P2.html" > P2 Physics< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.Body.html" > Body< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.Spring.html" > Spring< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.CollisionGroup.html" > CollisionGroup< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.ContactMaterial.html" > ContactMaterial< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Physics.Ninja.html" > Ninja Physics< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.Body.html" > Body< / a > < / li >
2014-11-15 20:01:46 +00:00
< / ul >
< / li >
2014-11-25 00:23:44 +00:00
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Input< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.InputHandler.html" > Input Handler< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Pointer.html" > Pointer< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Mouse.html" > Mouse< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Keyboard.html" > Keyboard< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Key.html" > Key< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Gamepad.html" > Gamepad< / a > < / li >
< / ul >
< / li >
< li class = "dropdown" >
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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 < rich@photonstorm.com>
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* @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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/**
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* @property {Phaser.GameObjectCreator} make - A reference to the GameObjectCreator which can be used to make new objects.
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*/
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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/**
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* @property {Phaser.ScaleManager} scale - A reference to the Scale Manager which controls the way the game scales on different displays.
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*/
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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/**
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* @property {Phaser.RandomDataGenerator} rnd - A reference to the seeded and repeatable random data generator.
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*/
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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*
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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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*
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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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*
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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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*
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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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*
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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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*
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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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*
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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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Phaser Copyright © 2012-2014 Photon Storm Ltd.
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Documentation generated by < a href = "https://github.com/jsdoc3/jsdoc" > JSDoc 3.3.0-dev< / a >
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