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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">
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<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">
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<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
2014-04-10 22:13:43 +00:00
<li class="class-depth-1">
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<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">
<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>
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<a href="Phaser.Tween.html">Tween</a>
</li>
2014-11-25 00:23:44 +00:00
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<a href="Phaser.TweenData.html">TweenData</a>
</li>
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<a href="Phaser.TweenManager.html">TweenManager</a>
</li>
2014-04-10 22:13:43 +00:00
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<a href="Phaser.Utils.html">Utils</a>
</li>
2014-04-10 22:13:43 +00:00
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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>
2014-11-15 20:01:46 +00:00
<li class="class-depth-1">
<a href="PIXI.AbstractFilter.html">AbstractFilter</a>
</li>
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<a href="PIXI.BaseTexture.html">BaseTexture</a>
</li>
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<a href="PIXI.BitmapText.html">BitmapText</a>
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<a href="PIXI.CanvasBuffer.html">CanvasBuffer</a>
</li>
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<a href="PIXI.CanvasGraphics.html">CanvasGraphics</a>
</li>
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<a href="PIXI.CanvasMaskManager.html">CanvasMaskManager</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasRenderer.html">CanvasRenderer</a>
</li>
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<a href="PIXI.CanvasTinter.html">CanvasTinter</a>
</li>
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<a href="PIXI.ComplexPrimitiveShader.html">ComplexPrimitiveShader</a>
</li>
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<a href="PIXI.DisplayObject.html">DisplayObject</a>
</li>
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<a href="PIXI.DisplayObjectContainer.html">DisplayObjectContainer</a>
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<a href="PIXI.Event.html">Event</a>
</li>
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<a href="PIXI.EventTarget.html">EventTarget</a>
</li>
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<a href="PIXI.FilterTexture.html">FilterTexture</a>
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<a href="PIXI.Graphics.html">Graphics</a>
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<a href="PIXI.GraphicsData.html">GraphicsData</a>
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<a href="PIXI.PIXI.html">PIXI</a>
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<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
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<a href="PIXI.PixiShader.html">PixiShader</a>
</li>
<li class="class-depth-1">
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<a href="PIXI.PolyK.html">PolyK</a>
2014-11-15 20:01:46 +00:00
</li>
<li class="class-depth-1">
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<a href="PIXI.PrimitiveShader.html">PrimitiveShader</a>
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</li>
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<a href="PIXI.RenderTexture.html">RenderTexture</a>
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</li>
<li class="class-depth-1">
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<a href="PIXI.Rope.html">Rope</a>
2014-11-15 20:01:46 +00:00
</li>
<li class="class-depth-1">
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<a href="PIXI.Sprite.html">Sprite</a>
2014-11-15 20:01:46 +00:00
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<li class="class-depth-1">
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<a href="PIXI.SpriteBatch.html">SpriteBatch</a>
2014-11-15 20:01:46 +00:00
</li>
<li class="class-depth-1">
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<a href="PIXI.Stage.html">Stage</a>
2014-11-15 20:01:46 +00:00
</li>
<li class="class-depth-1">
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<a href="PIXI.Strip.html">Strip</a>
2014-11-15 20:01:46 +00:00
</li>
<li class="class-depth-1">
2015-03-23 23:46:30 +00:00
<a href="PIXI.StripShader.html">StripShader</a>
2014-11-15 20:01:46 +00:00
</li>
<li class="class-depth-1">
2015-03-23 23:46:30 +00:00
<a href="PIXI.Text.html">Text</a>
2014-11-15 20:01:46 +00:00
</li>
<li class="class-depth-1">
2015-03-23 23:46:30 +00:00
<a href="PIXI.Texture.html">Texture</a>
2014-11-15 20:01:46 +00:00
</li>
<li class="class-depth-1">
2015-03-23 23:46:30 +00:00
<a href="PIXI.TilingSprite.html">TilingSprite</a>
2014-11-15 20:01:46 +00:00
</li>
<li class="class-depth-1">
2015-03-23 23:46:30 +00:00
<a href="PIXI.VideoTexture.html">VideoTexture</a>
2014-11-15 20:01:46 +00:00
</li>
2014-11-25 00:23:44 +00:00
<li class="class-depth-1">
2015-03-23 23:46:30 +00:00
<a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a>
2014-11-25 00:23:44 +00:00
</li>
2014-11-15 20:01:46 +00:00
<li class="class-depth-1">
2015-03-23 23:46:30 +00:00
<a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a>
2014-11-15 20:01:46 +00:00
</li>
<li class="class-depth-1">
2015-03-23 23:46:30 +00:00
<a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a>
2014-11-15 20:01:46 +00:00
</li>
<li class="class-depth-1">
2015-03-23 23:46:30 +00:00
<a href="PIXI.WebGLRenderer.html">WebGLRenderer</a>
2014-11-15 20:01:46 +00:00
</li>
2015-03-23 23:46:30 +00:00
<li class="class-depth-0">
<a href="RoundedRectangle.html">RoundedRectangle</a>
2014-11-15 20:01:46 +00:00
</li>
2015-03-23 23:46:30 +00:00
</ul>
</li>
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<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-0">
<a href="global.html#append">append</a>
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</li>
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<li class="class-depth-0">
<a href="global.html#apply">apply</a>
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</li>
2015-03-23 23:46:30 +00:00
<li class="class-depth-0">
<a href="global.html#applyInverse">applyInverse</a>
2014-11-15 20:01:46 +00:00
</li>
2015-03-23 23:46:30 +00:00
<li class="class-depth-0">
<a href="global.html#blendModes">blendModes</a>
2014-11-15 20:01:46 +00:00
</li>
2015-03-23 23:46:30 +00:00
<li class="class-depth-0">
<a href="global.html#clone">clone</a>
2014-11-15 20:01:46 +00:00
</li>
2015-03-23 23:46:30 +00:00
<li class="class-depth-0">
<a href="global.html#contains">contains</a>
2014-11-15 20:01:46 +00:00
</li>
2015-03-23 23:46:30 +00:00
<li class="class-depth-0">
<a href="global.html#fromArray">fromArray</a>
2014-11-15 20:01:46 +00:00
</li>
2015-03-23 23:46:30 +00:00
<li class="class-depth-0">
<a href="global.html#identity">identity</a>
2014-11-15 20:01:46 +00:00
</li>
2015-03-23 23:46:30 +00:00
<li class="class-depth-0">
<a href="global.html#rotate">rotate</a>
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</li>
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<li class="class-depth-0">
<a href="global.html#scale">scale</a>
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</li>
2015-03-23 23:46:30 +00:00
<li class="class-depth-0">
<a href="global.html#scaleModes">scaleModes</a>
2014-11-15 20:01:46 +00:00
</li>
2015-03-23 23:46:30 +00:00
<li class="class-depth-0">
<a href="global.html#sort">sort</a>
2014-11-15 20:01:46 +00:00
</li>
2015-03-23 23:46:30 +00:00
<li class="class-depth-0">
<a href="global.html#toArray">toArray</a>
2014-11-15 20:01:46 +00:00
</li>
2015-03-23 23:46:30 +00:00
<li class="class-depth-0">
<a href="global.html#translate">translate</a>
2014-11-15 20:01:46 +00:00
</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">
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Core<b class="caret"></b></a>
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<li class="class-depth-1"><a href="Phaser.Game.html">Game</a></li>
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<li class="class-depth-1"><a href="Phaser.Group.html">Group</a></li>
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<li class="class-depth-1"><a href="Phaser.StateManager.html">State Manager</a></li>
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2015-01-06 06:57:25 +00:00
<li class="class-depth-1"><a href="Phaser.Input.html">Input Manager</a></li>
2014-11-25 00:23:44 +00:00
<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
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<li class="class-depth-1"><a href="Phaser.GameObjectFactory.html">Factory (game.add)</a></li>
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2015-01-06 06:57:25 +00:00
<li class="class-depth-1"><a href="Phaser.Particles.Arcade.Emitter.html">Particle Emitter</a></li>
2014-12-03 10:39:11 +00:00
<li class="class-depth-1"><a href="Phaser.Particle.html">Particle</a></li>
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<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>
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</ul>
</li>
2014-11-15 20:01:46 +00:00
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<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>
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</ul>
</li>
2014-11-25 00:23:44 +00:00
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<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>
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<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>
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<a href="#" class="dropdown-toggle" data-toggle="dropdown">Community<b class="caret"></b></a>
<ul class="dropdown-menu ">
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<li class="class-depth-1"><a href="http://phaser.io">Phaser Web Site</a></li>
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<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser">Phaser Github</a></li>
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<li class="class-depth-1"><a href="http://phaser.io/examples">Phaser Examples</a></li>
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<li class="class-depth-1"><a href="https://github.com/photonstorm/phaser-plugins">Phaser Plugins</a></li>
<li class="class-depth-1"><a href="http://www.html5gamedevs.com/forum/14-phaser/">Forum</a></li>
<li class="class-depth-1"><a href="http://stackoverflow.com/questions/tagged/phaser-framework">Stack Overflow</a></li>
2015-03-26 02:55:18 +00:00
<li class="class-depth-1"><a href="http://phaser.io/learn">Weekly Coding Tips</a></li>
2014-11-25 00:23:44 +00:00
<li class="class-depth-1"><a href="https://confirmsubscription.com/h/r/369DE48E3E86AF1E">Newsletter</a></li>
2015-03-26 02:55:18 +00:00
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<li class="class-depth-1"><a href="http://phaser.io/community/irc">IRC</a></li>
2015-03-23 23:46:30 +00:00
<li class="class-depth-1"><a href="https://www.gittip.com/photonstorm/">Donate to the project</a></li>
<li class="class-depth-1"><a href="https://www.codeandweb.com/texturepacker/phaser">Texture Packer</a></li>
2014-11-25 00:23:44 +00:00
</ul>
</li>
2013-10-02 11:11:22 +00:00
</ul>
</div>
</div>
<div class="row-fluid">
<div class="span12">
<div id="main">
2015-03-23 23:46:30 +00:00
<h1 class="page-title">Source: src/core/State.js</h1>
2013-10-02 11:11:22 +00:00
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
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* @copyright 2015 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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/**
* @property {string} key - The string based identifier given to the State when added into the State Manager.
*/
this.key = '';
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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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/**
* init is the very first function called when your State starts up. It's called before preload, create or anything else.
* If you need to route the game away to another State you could do so here, or if you need to prepare a set of variables
* or objects before the preloading starts.
*
* @method Phaser.State#init
*/
init: function () {
},
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/**
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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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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-alpha10</a>
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