// When a State is added to Phaser it automatically has the following properties set on it, even if they already exist:
this.game;// a reference to the currently running game (Phaser.Game)
this.add;// used to add sprites, text, groups, etc (Phaser.GameObjectFactory)
this.camera;// a reference to the game camera (Phaser.Camera)
this.cache;// the game cache (Phaser.Cache)
this.input;// the global input manager. You can access this.input.keyboard, this.input.mouse, as well from it. (Phaser.Input)
this.load;// for preloading assets (Phaser.Loader)
this.math;// lots of useful common math operations (Phaser.Math)
this.sound;// the sound manager - add a sound, play one, set-up markers, etc (Phaser.SoundManager)
this.stage;// the game stage (Phaser.Stage)
this.time;// the clock (Phaser.Time)
this.tweens;// the tween manager (Phaser.TweenManager)
this.state;// the state manager (Phaser.StateManager)
this.world;// the game world (Phaser.World)
this.particles;// the particle manager (Phaser.Particles)
this.physics;// the physics manager (Phaser.Physics)
this.rnd;// the repeatable random number generator (Phaser.RandomDataGenerator)
// You can use any of these from any function within this State.
// But do consider them as being 'reserved words', i.e. don't create a property for your own game called "world" or you'll over-write the world reference.