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< a href = "Phaser.SinglePad.html" > SinglePad< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Sound.html" > Sound< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.SoundManager.html" > SoundManager< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Sprite.html" > Sprite< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.SpriteBatch.html" > SpriteBatch< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Stage.html" > Stage< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.State.html" > State< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.StateManager.html" > StateManager< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Text.html" > Text< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Tile.html" > Tile< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Tilemap.html" > Tilemap< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.TilemapLayer.html" > TilemapLayer< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.TilemapParser.html" > TilemapParser< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Tileset.html" > Tileset< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.TileSprite.html" > TileSprite< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Time.html" > Time< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Timer.html" > Timer< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.TimerEvent.html" > TimerEvent< / a >
< / li >
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< 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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< li class = "class-depth-1" >
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< a href = "Phaser.Tween.html" > Tween< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.TweenManager.html" > TweenManager< / a >
< / li >
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< li class = "class-depth-1" >
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< a href = "Phaser.Utils.html" > Utils< / a >
< / li >
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< li class = "class-depth-2" >
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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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< 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 >
< 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 >
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< / ul >
< / li >
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< li class = "dropdown" >
< 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#clone" > clone< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#createCustomLayer" > createCustomLayer< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#createFixedLayer" > createFixedLayer< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#createFluidLayer" > createFluidLayer< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#createFullLayer" > createFullLayer< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#debug" > debug< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#destroy" > destroy< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#onResize" > onResize< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#originalEvent" > originalEvent< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#refresh" > refresh< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#reset" > reset< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#setSize" > setSize< / a >
< / li >
< / ul >
< / li >
< / ul >
< / div >
< / div >
< div class = "row-fluid" >
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< div class = "span8" >
< div id = "main" >
< h1 class = "page-title" > Class: StateManager< / h1 >
< section >
< header >
< h2 >
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< span class = "ancestors" > < a href = "Phaser.html" > Phaser< / a > .< / span >
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StateManager
< / h2 >
< div class = "class-description" > < p > Phaser.StateManager< / p > < / div >
< / header >
< article >
< div class = "container-overview" >
< dt >
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< h4 class = "name "
id="StateManager">< span class = "type-signature" > < / span > new StateManager< span class = "signature" > (game, < span class = "optional" > pendingState< / span > )< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > The State Manager is responsible for loading, setting up and switching game states.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > game< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Game.html" > Phaser.Game< / a > < / span >
< / td >
< td class = "attributes" >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > A reference to the currently running game.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > pendingState< / code > < / td >
< td class = "type" >
< span class = "param-type" > < a href = "Phaser.State.html" > Phaser.State< / a > < / span >
|
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< span class = "param-type" > Object< / span >
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< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
null
< / td >
< td class = "description last" > < p > A State object to seed the manager with.< / p > < / td >
< / tr >
< / tbody >
< / table >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
< a href = "StateManager.js.html" > core/StateManager.js< / a > , < a href = "StateManager.js.html#sunlight-1-line-17" > line 17< / a >
< / dt >
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< / dl >
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< / dd >
< / div >
< h3 class = "subsection-title" > Members< / h3 >
< dl >
< dt >
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< h4 class = "name "
id="current">< span class = "type-signature" > < / span > current< span class = "type-signature" > :string< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > The current active State object (defaults to null).< / p >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
< a href = "StateManager.js.html" > core/StateManager.js< / a > , < a href = "StateManager.js.html#sunlight-1-line-67" > line 67< / a >
< / dt >
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< / dl >
< / dd >
< dt >
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< h4 class = "name "
id="game">< span class = "type-signature" > < / span > game< span class = "type-signature" > :< a href = "Phaser.Game.html" > Phaser.Game< / a > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > A reference to the currently running game.< / p >
< / div >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
< a href = "StateManager.js.html" > core/StateManager.js< / a > , < a href = "StateManager.js.html#sunlight-1-line-22" > line 22< / a >
< / dt >
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< / dl >
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< / dd >
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< dt >
< h4 class = "name "
id="onCreateCallback">< span class = "type-signature" > < / span > onCreateCallback< span class = "type-signature" > :function< / span > < / h4 >
< / dt >
< dd >
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< div class = "description" >
< p > This is called when the state preload has finished and creation begins.< / p >
< / div >
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id="onInitCallback">< span class = "type-signature" > < / span > onInitCallback< span class = "type-signature" > :function< / span > < / h4 >
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< p > This is called when the state is set as the active state.< / p >
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< h4 class = "name "
id="onLoadRenderCallback">< span class = "type-signature" > < / span > onLoadRenderCallback< span class = "type-signature" > :function< / span > < / h4 >
< / dt >
< dd >
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< p > This is called when the State is rendered during the preload phase.< / p >
< / div >
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id="onLoadUpdateCallback">< span class = "type-signature" > < / span > onLoadUpdateCallback< span class = "type-signature" > :function< / span > < / h4 >
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< p > This is called when the State is updated during the preload phase.< / p >
< / div >
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id="onPausedCallback">< span class = "type-signature" > < / span > onPausedCallback< span class = "type-signature" > :function< / span > < / h4 >
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< p > This is called when the game is paused.< / p >
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id="onPauseUpdateCallback">< span class = "type-signature" > < / span > onPauseUpdateCallback< span class = "type-signature" > :function< / span > < / h4 >
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< dd >
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< p > This is called every frame while the game is paused.< / p >
< / div >
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< dt >
< h4 class = "name "
id="onPreloadCallback">< span class = "type-signature" > < / span > onPreloadCallback< span class = "type-signature" > :function< / span > < / h4 >
< / dt >
< dd >
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< div class = "description" >
< p > This is called when the state starts to load assets.< / p >
< / div >
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< h4 class = "name "
id="onPreRenderCallback">< span class = "type-signature" > < / span > onPreRenderCallback< span class = "type-signature" > :function< / span > < / h4 >
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< dd >
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< div class = "description" >
< p > This is called before the state is rendered and before the stage is cleared.< / p >
< / div >
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< h4 class = "name "
id="onRenderCallback">< span class = "type-signature" > < / span > onRenderCallback< span class = "type-signature" > :function< / span > < / h4 >
< / dt >
< dd >
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< div class = "description" >
< p > This is called post-render. It doesn't happen during preload (see onLoadRenderCallback).< / p >
< / div >
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< h4 class = "name "
id="onResizeCallback">< span class = "type-signature" > < / span > onResizeCallback< span class = "type-signature" > :function< / span > < / h4 >
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< dd >
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< p > This is called if ScaleManager.scalemode is RESIZE and a resize event occurs. It's passed the new width and height.< / p >
< / div >
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< dt >
< h4 class = "name "
id="onResumedCallback">< span class = "type-signature" > < / span > onResumedCallback< span class = "type-signature" > :function< / span > < / h4 >
< / dt >
< dd >
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< div class = "description" >
< p > This is called when the game is resumed from a paused state.< / p >
< / div >
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< h4 class = "name "
id="onShutDownCallback">< span class = "type-signature" > < / span > onShutDownCallback< span class = "type-signature" > :function< / span > < / h4 >
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< dd >
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< p > This is called when the state is shut down (i.e. swapped to another state).< / p >
< / div >
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< dt >
< h4 class = "name "
id="onUpdateCallback">< span class = "type-signature" > < / span > onUpdateCallback< span class = "type-signature" > :function< / span > < / h4 >
< / dt >
< dd >
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< div class = "description" >
< p > This is called when the state is updated, every game loop. It doesn't happen during preload (@see onLoadUpdateCallback).< / p >
< / div >
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< dt >
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< h4 class = "name "
id="states">< span class = "type-signature" > < / span > states< span class = "type-signature" > :Object< / span > < / h4 >
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< p > The object containing Phaser.States.< / p >
< / div >
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< / dl >
< h3 class = "subsection-title" > Methods< / h3 >
< dl >
< dt >
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< h4 class = "name "
id="add">< span class = "type-signature" > < / span > add< span class = "signature" > (key, state, < span class = "optional" > autoStart< / span > )< / span > < span class = "type-signature" > < / span > < / h4 >
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< p > Adds a new State into the StateManager. You must give each State a unique key by which you'll identify it.
The State can be either a Phaser.State object (or an object that extends it), a plain JavaScript object or a function.
If a function is given a new state object will be created by calling it.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
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< th > Argument< / th >
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< th > Default< / th >
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< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > key< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
< / td >
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< td class = "attributes" >
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< td class = "default" >
< / td >
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< td class = "description last" > < p > A unique key you use to reference this state, i.e. " MainMenu" , " Level1" .< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > state< / code > < / td >
< td class = "type" >
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< span class = "param-type" > < a href = "Phaser.State.html" > Phaser.State< / a > < / span >
|
< span class = "param-type" > object< / span >
|
< span class = "param-type" > function< / span >
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< / td >
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< td class = "attributes" >
< / td >
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< td class = "default" >
< / td >
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< td class = "description last" > < p > The state you want to switch to.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > autoStart< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
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< td class = "attributes" >
< optional>< br >
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< / td >
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< td class = "default" >
false
< / td >
< td class = "description last" > < p > If true the State will be started immediately after adding it.< / p > < / td >
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< / tr >
< / tbody >
< / table >
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< dt >
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< h4 class = "name "
id="checkState">< span class = "type-signature" > < / span > checkState< span class = "signature" > (key)< / span > < span class = "type-signature" > → {boolean}< / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
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< p > Checks if a given phaser state is valid. A State is considered valid if it has at least one of the core functions: preload, create, update or render.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > key< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
< / td >
< td class = "description last" > < p > The key of the state you want to check.< / p > < / td >
< / tr >
< / tbody >
< / table >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-type" >
< span class = "param-type" > boolean< / span >
-
< / div >
< div class = "returns-desc param-desc" >
< p > true if the State has the required functions, otherwise false.< / p >
< / div >
< / div >
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< dt >
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< h4 class = "name "
id="clearCurrentState">< span class = "type-signature" > < / span > clearCurrentState< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > This method clears the current State, calling its shutdown callback. The process also removes any active tweens,
resets the camera, resets input, clears physics, removes timers and if set clears the world and cache too.< / p >
< / div >
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< h4 class = "name "
id="destroy">< span class = "type-signature" > < / span > destroy< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< p > Removes all StateManager callback references to the State object, nulls the game reference and clears the States object.
You don't recover from this without rebuilding the Phaser instance again.< / p >
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< / div >
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< h4 class = "name "
id="getCurrentState">< span class = "type-signature" > < / span > getCurrentState< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< dd >
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< p > Gets the current State.< / p >
< / div >
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< h5 > Returns:< / h5 >
< div class = "returns" >
< div class = "returns-desc param-desc" >
< p > Phaser.State< / p >
< / div >
< / div >
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< dt >
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< h4 class = "name "
id="link">< span class = "type-signature" > < internal> < / span > link< span class = "signature" > (key)< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Links game properties to the State given by the key.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > key< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
< / td >
< td class = "description last" > < p > State key.< / p > < / td >
< / tr >
< / tbody >
< / table >
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< dt class = "important tag-deprecated" > Internal:< / dt >
< dd class = "tag-deprecated" > < ul >
< li > This member is < em > internal (protected)< / em > and may be modified or removed in the future.< / li >
< / ul > < / dd >
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< dt >
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< h4 class = "name "
id="loadComplete">< span class = "type-signature" > < internal> < / span > loadComplete< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< li > This member is < em > internal (protected)< / em > and may be modified or removed in the future.< / li >
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< h4 class = "name "
id="pause">< span class = "type-signature" > < internal> < / span > pause< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< li > This member is < em > internal (protected)< / em > and may be modified or removed in the future.< / li >
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< h4 class = "name "
id="pauseUpdate">< span class = "type-signature" > < internal> < / span > pauseUpdate< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< dt >
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< h4 class = "name "
id="preRender">< span class = "type-signature" > < internal> < / span > preRender< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< dt class = "important tag-deprecated" > Internal:< / dt >
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< li > This member is < em > internal (protected)< / em > and may be modified or removed in the future.< / li >
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< dt >
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< h4 class = "name "
id="preUpdate">< span class = "type-signature" > < / span > preUpdate< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< dd >
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< p > preUpdate is called right at the start of the game loop. It is responsible for changing to a new state that was requested previously.< / p >
< / div >
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< dt >
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< h4 class = "name "
id="remove">< span class = "type-signature" > < / span > remove< span class = "signature" > (key)< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< p > Delete the given state.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > key< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
< / td >
< td class = "description last" > < p > A unique key you use to reference this state, i.e. " MainMenu" , " Level1" .< / p > < / td >
< / tr >
< / tbody >
< / table >
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< h4 class = "name "
id="render">< span class = "type-signature" > < internal> < / span > render< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< li > This member is < em > internal (protected)< / em > and may be modified or removed in the future.< / li >
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< h4 class = "name "
id="resize">< span class = "type-signature" > < internal> < / span > resize< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< h4 class = "name "
id="restart">< span class = "type-signature" > < / span > restart< span class = "signature" > (< span class = "optional" > clearWorld< / span > , < span class = "optional" > clearCache< / span > , parameter)< / span > < span class = "type-signature" > < / span > < / h4 >
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< div class = "description" >
< p > Restarts the current State. State.shutDown will be called (if it exists) before the State is restarted.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
< th > Default< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > clearWorld< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
true
< / td >
< td class = "description last" > < p > Clear everything in the world? This clears the World display list fully (but not the Stage, so if you've added your own objects to the Stage they will need managing directly)< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > clearCache< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
false
< / td >
< td class = "description last" > < p > Clear the Game.Cache? This purges out all loaded assets. The default is false and you must have clearWorld=true if you want to clearCache as well.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > parameter< / code > < / td >
< td class = "type" >
< span class = "param-type" > *< / span >
< / td >
< td class = "attributes" >
< repeatable>< br >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > Additional parameters that will be passed to the State.init function if it has one.< / p > < / td >
< / tr >
< / tbody >
< / table >
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< h4 class = "name "
id="resume">< span class = "type-signature" > < internal> < / span > resume< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< dt class = "important tag-deprecated" > Internal:< / dt >
< dd class = "tag-deprecated" > < ul >
< li > This member is < em > internal (protected)< / em > and may be modified or removed in the future.< / li >
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< h4 class = "name "
id="start">< span class = "type-signature" > < / span > start< span class = "signature" > (key, < span class = "optional" > clearWorld< / span > , < span class = "optional" > clearCache< / span > , parameter)< / span > < span class = "type-signature" > < / span > < / h4 >
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< p > Start the given State. If a State is already running then State.shutDown will be called (if it exists) before switching to the new State.< / p >
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< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th > Argument< / th >
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< th > Default< / th >
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< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > key< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
< / td >
< td class = "attributes" >
< / td >
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< td class = "default" >
< / td >
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< td class = "description last" > < p > The key of the state you want to start.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > clearWorld< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "default" >
true
< / td >
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< td class = "description last" > < p > Clear everything in the world? This clears the World display list fully (but not the Stage, so if you've added your own objects to the Stage they will need managing directly)< / p > < / td >
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< / tr >
< tr >
< td class = "name" > < code > clearCache< / code > < / td >
< td class = "type" >
< span class = "param-type" > boolean< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
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< td class = "default" >
false
< / td >
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< td class = "description last" > < p > Clear the Game.Cache? This purges out all loaded assets. The default is false and you must have clearWorld=true if you want to clearCache as well.< / p > < / td >
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< / tr >
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< tr >
< td class = "name" > < code > parameter< / code > < / td >
< td class = "type" >
< span class = "param-type" > *< / span >
< / td >
< td class = "attributes" >
< repeatable>< br >
< / td >
< td class = "default" >
< / td >
< td class = "description last" > < p > Additional parameters that will be passed to the State.init function (if it has one).< / p > < / td >
< / tr >
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< / tbody >
< / table >
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< dl class = "details" >
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< dt class = "tag-source" > Source -
< a href = "StateManager.js.html" > core/StateManager.js< / a > , < a href = "StateManager.js.html#sunlight-1-line-239" > line 239< / a >
< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="unlink">< span class = "type-signature" > < internal> < / span > unlink< span class = "signature" > (key)< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< div class = "description" >
< p > Nulls all State level Phaser properties, including a reference to Game.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > key< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
< / td >
< td class = "description last" > < p > State key.< / p > < / td >
< / tr >
< / tbody >
< / table >
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< dl class = "details" >
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< dt class = "important tag-deprecated" > Internal:< / dt >
< dd class = "tag-deprecated" > < ul >
< li > This member is < em > internal (protected)< / em > and may be modified or removed in the future.< / li >
< / ul > < / dd >
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< dt class = "tag-source" > Source -
< a href = "StateManager.js.html" > core/StateManager.js< / a > , < a href = "StateManager.js.html#sunlight-1-line-481" > line 481< / a >
< / dt >
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< / dl >
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< / dd >
< dt >
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< h4 class = "name "
id="update">< span class = "type-signature" > < internal> < / span > update< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< / dt >
< dd >
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< dl class = "details" >
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< dt class = "important tag-deprecated" > Internal:< / dt >
< dd class = "tag-deprecated" > < ul >
< li > This member is < em > internal (protected)< / em > and may be modified or removed in the future.< / li >
< / ul > < / dd >
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< dt class = "tag-source" > Source -
< a href = "StateManager.js.html" > core/StateManager.js< / a > , < a href = "StateManager.js.html#sunlight-1-line-621" > line 621< / a >
< / dt >
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< / dl >
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< / dd >
< / dl >
< / article >
< / section >
< / div >
< div class = "clearfix" > < / div >
< footer >
< span class = "copyright" >
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Phaser Copyright © 2012-2014 Photon Storm Ltd.
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< / span >
< br / >
< span class = "jsdoc-message" >
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Documentation generated by < a href = "https://github.com/jsdoc3/jsdoc" > JSDoc 3.3.0-dev< / a >
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on Sat Nov 15 2014 19:55:01 GMT-0000 (GMT) using the < a href = "https://github.com/terryweiss/docstrap" > DocStrap template< / a > .
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< div id = "toc" > < / div >
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< br clear = "both" >
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< script src = "scripts/jquery.scrollTo.js" > < / script >
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< script src = "scripts/bootstrap-dropdown.js" > < / script >
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< script > Sunlight . highlightAll ( { lineNumbers : true , showMenu : true , enableDoclinks : true } ) ; < / script >
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