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< h1 class = "page-title" > Source: core/State.js< / h1 >
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< 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 - A reference to the currently running Game.
*/
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this.game = null;
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/**
* @property {Phaser.GameObjectFactory} add - Reference to the GameObjectFactory.
* @default
*/
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this.add = null;
/**
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* @property {Phaser.Camera} camera - A handy reference to world.camera.
* @default
*/
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this.camera = null;
/**
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* @property {Phaser.Cache} cache - Reference to the assets cache.
* @default
*/
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this.cache = null;
/**
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* @property {Phaser.Input} input - Reference to the input manager
* @default
*/
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this.input = null;
/**
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* @property {Phaser.Loader} load - Reference to the assets loader.
* @default
*/
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this.load = null;
/**
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* @property {Phaser.Math} math - Reference to the math helper.
* @default
*/
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this.math = null;
/**
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* @property {Phaser.SoundManager} sound - Reference to the sound manager.
* @default
*/
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this.sound = null;
/**
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* @property {Phaser.Stage} stage - Reference to the stage.
* @default
*/
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this.stage = null;
/**
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* @property {Phaser.TimeManager} time - Reference to game clock.
* @default
*/
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this.time = null;
/**
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* @property {Phaser.TweenManager} tweens - Reference to the tween manager.
* @default
*/
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this.tweens = null;
/**
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* @property {Phaser.World} world - Reference to the world.
* @default
*/
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this.world = null;
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/**
* @property {Phaser.Particles} particles - The Particle Manager for the game. It is called during the game update loop and in turn updates any Emitters attached to it.
* @default
*/
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this.particles = null;
/**
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* @property {Phaser.Physics.PhysicsManager} physics - Reference to the physics manager.
* @default
*/
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this.physics = null;
};
Phaser.State.prototype = {
/**
* Override this method to add some load operations.
* If you need to use the loader, you may need to use them here.
*
* @method Phaser.State#preload
*/
preload: function () {
},
/**
* Put update logic here.
*
* @method Phaser.State#loadUpdate
*/
loadUpdate: function () {
},
/**
* Put render operations here.
*
* @method Phaser.State#loadRender
*/
loadRender: function () {
},
/**
* This method is called after the game engine successfully switches states.
* Feel free to add any setup code here (do not load anything here, override preload() instead).
*
* @method Phaser.State#create
*/
create: function () {
},
/**
* Put update logic here.
*
* @method Phaser.State#update
*/
update: function () {
},
/**
* Put render operations here.
*
* @method Phaser.State#render
*/
render: function () {
},
/**
* This method will be called when game paused.
*
* @method Phaser.State#paused
*/
paused: function () {
},
/**
* This method will be called when the state is destroyed.
* @method Phaser.State#destroy
*/
destroy: function () {
}
};
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Phaser.State.prototype.constructor = Phaser.State;
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