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< a href = "Phaser.Filter.html" > Filter< / a >
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< a href = "Phaser.Input.html" > Input< / a >
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< a href = "Phaser.Physics.P2.DistanceConstraint.html" > DistanceConstraint< / a >
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< a href = "Phaser.Physics.P2.LockConstraint.html" > LockConstraint< / a >
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< a href = "Phaser.Physics.P2.Material.html" > Material< / a >
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< a href = "Phaser.Physics.P2.Spring.html" > Spring< / a >
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< a href = "Phaser.Pointer.html" > Pointer< / a >
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< a href = "Phaser.ScaleManager.html" > ScaleManager< / a >
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< a href = "Phaser.Signal.html" > Signal< / a >
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< a href = "Phaser.Sound.html" > Sound< / a >
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< a href = "Phaser.SoundManager.html" > SoundManager< / a >
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< a href = "Phaser.Sprite.html" > Sprite< / a >
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< a href = "Phaser.SpriteBatch.html" > SpriteBatch< / a >
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< a href = "Phaser.Stage.html" > Stage< / a >
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< a href = "Phaser.State.html" > State< / a >
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< a href = "Phaser.StateManager.html" > StateManager< / a >
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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" >
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< 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 >
< / ul >
< / li >
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< / strong >
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< / ul >
< / div >
< / div >
< div class = "row-fluid" >
< 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 >
< 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 >
< / dt >
< dd >
< 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 >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "StateManager.js.html" > core/StateManager.js< / a > , < a href = "StateManager.js.html#sunlight-1-line-17" > line 17< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< / div >
< h3 class = "subsection-title" > Members< / h3 >
< dl >
< dt >
< h4 class = "name" id = "current" > < span class = "type-signature" > < / span > current< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > current< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
< / td >
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< td class = "description last" > < p > The current active State object (defaults to null).< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "StateManager.js.html" > core/StateManager.js< / a > , < a href = "StateManager.js.html#sunlight-1-line-67" > line 67< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "game" > < span class = "type-signature" > < / span > game< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
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< td class = "name" > < code > game< / code > < / td >
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< td class = "type" >
< span class = "param-type" > < a href = "Phaser.Game.html" > Phaser.Game< / a > < / span >
< / td >
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< td class = "description last" > < p > A reference to the currently running game.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "StateManager.js.html" > core/StateManager.js< / a > , < a href = "StateManager.js.html#sunlight-1-line-22" > line 22< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "onCreateCallback" > < span class = "type-signature" > < / span > onCreateCallback< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > onCreateCallback< / code > < / td >
< td class = "type" >
< span class = "param-type" > function< / span >
< / td >
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< td class = "description last" > < p > This will be called when create states (setup states...).< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "StateManager.js.html" > core/StateManager.js< / a > , < a href = "StateManager.js.html#sunlight-1-line-82" > line 82< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "onInitCallback" > < span class = "type-signature" > < / span > onInitCallback< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > onInitCallback< / code > < / td >
< td class = "type" >
< span class = "param-type" > function< / span >
< / td >
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< td class = "description last" > < p > This will be called when the state is started (i.e. set as the current active state).< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "StateManager.js.html" > core/StateManager.js< / a > , < a href = "StateManager.js.html#sunlight-1-line-72" > line 72< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "onLoadRenderCallback" > < span class = "type-signature" > < / span > onLoadRenderCallback< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > onLoadRenderCallback< / code > < / td >
< td class = "type" >
< span class = "param-type" > function< / span >
< / td >
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< td class = "description last" > < p > This will be called when the State is rendered but only during the load process.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "StateManager.js.html" > core/StateManager.js< / a > , < a href = "StateManager.js.html#sunlight-1-line-107" > line 107< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "onLoadUpdateCallback" > < span class = "type-signature" > < / span > onLoadUpdateCallback< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > onLoadUpdateCallback< / code > < / td >
< td class = "type" >
< span class = "param-type" > function< / span >
< / td >
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< td class = "description last" > < p > This will be called when the State is updated but only during the load process.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "StateManager.js.html" > core/StateManager.js< / a > , < a href = "StateManager.js.html#sunlight-1-line-102" > line 102< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "onPausedCallback" > < span class = "type-signature" > < / span > onPausedCallback< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > onPausedCallback< / code > < / td >
< td class = "type" >
< span class = "param-type" > function< / span >
< / td >
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< td class = "description last" > < p > This will be called once each time the game is paused.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "StateManager.js.html" > core/StateManager.js< / a > , < a href = "StateManager.js.html#sunlight-1-line-112" > line 112< / a >
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< / li > < / ul > < / dd >
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< / dl >
< / dd >
< dt >
< h4 class = "name" id = "onPauseUpdateCallback" > < span class = "type-signature" > < / span > onPauseUpdateCallback< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > onPauseUpdateCallback< / code > < / td >
< td class = "type" >
< span class = "param-type" > function< / span >
< / td >
< td class = "description last" > < p > This will be called every frame while the game is paused.< / p > < / td >
< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
< a href = "StateManager.js.html" > core/StateManager.js< / a > , < a href = "StateManager.js.html#sunlight-1-line-122" > line 122< / a >
< / li > < / ul > < / dd >
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< / dl >
< / dd >
< dt >
< h4 class = "name" id = "onPreloadCallback" > < span class = "type-signature" > < / span > onPreloadCallback< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > onPreloadCallback< / code > < / td >
< td class = "type" >
< span class = "param-type" > function< / span >
< / td >
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< td class = "description last" > < p > This will be called when init states (loading assets...).< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "StateManager.js.html" > core/StateManager.js< / a > , < a href = "StateManager.js.html#sunlight-1-line-77" > line 77< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "onPreRenderCallback" > < span class = "type-signature" > < / span > onPreRenderCallback< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > onPreRenderCallback< / code > < / td >
< td class = "type" >
< span class = "param-type" > function< / span >
< / td >
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< td class = "description last" > < p > This will be called before the State is rendered and before the stage is cleared.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "StateManager.js.html" > core/StateManager.js< / a > , < a href = "StateManager.js.html#sunlight-1-line-97" > line 97< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "onRenderCallback" > < span class = "type-signature" > < / span > onRenderCallback< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > onRenderCallback< / code > < / td >
< td class = "type" >
< span class = "param-type" > function< / span >
< / td >
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< td class = "description last" > < p > This will be called when the State is rendered, this doesn't happen during load (see onLoadRenderCallback).< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "StateManager.js.html" > core/StateManager.js< / a > , < a href = "StateManager.js.html#sunlight-1-line-92" > line 92< / a >
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< / li > < / ul > < / dd >
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< / dl >
< / dd >
< dt >
< h4 class = "name" id = "onResumedCallback" > < span class = "type-signature" > < / span > onResumedCallback< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > onResumedCallback< / code > < / td >
< td class = "type" >
< span class = "param-type" > function< / span >
< / td >
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< td class = "description last" > < p > This will be called once each time the game is resumed from a paused state.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "StateManager.js.html" > core/StateManager.js< / a > , < a href = "StateManager.js.html#sunlight-1-line-117" > line 117< / a >
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< / li > < / ul > < / dd >
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< / dl >
< / dd >
< dt >
< h4 class = "name" id = "onShutDownCallback" > < span class = "type-signature" > < / span > onShutDownCallback< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > onShutDownCallback< / code > < / td >
< td class = "type" >
< span class = "param-type" > function< / span >
< / td >
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< td class = "description last" > < p > This will be called when the state is shut down (i.e. swapped to another state).< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "StateManager.js.html" > core/StateManager.js< / a > , < a href = "StateManager.js.html#sunlight-1-line-127" > line 127< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "onUpdateCallback" > < span class = "type-signature" > < / span > onUpdateCallback< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > onUpdateCallback< / code > < / td >
< td class = "type" >
< span class = "param-type" > function< / span >
< / td >
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< td class = "description last" > < p > This will be called when State is updated, this doesn't happen during load (@see onLoadUpdateCallback).< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "StateManager.js.html" > core/StateManager.js< / a > , < a href = "StateManager.js.html#sunlight-1-line-87" > line 87< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "states" > < span class = "type-signature" > < / span > states< span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< h5 class = "subsection-title" > Properties:< / h5 >
< dl >
< table class = "props table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
< / tr >
< / thead >
< tbody >
< tr >
< td class = "name" > < code > states< / code > < / td >
< td class = "type" >
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< span class = "param-type" > Object< / span >
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< / td >
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< td class = "description last" > < p > The object containing Phaser.States.< / p > < / td >
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< / tr >
< / tbody >
< / table >
< / dl >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "StateManager.js.html" > core/StateManager.js< / a > , < a href = "StateManager.js.html#sunlight-1-line-27" > line 27< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
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< 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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< / dt >
< dd >
< div class = "description" >
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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 >
< 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 >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "StateManager.js.html" > core/StateManager.js< / a > , < a href = "StateManager.js.html#sunlight-1-line-159" > line 159< / a >
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< dt >
< h4 class = "name" id = "checkState" > < span class = "type-signature" > < / span > checkState< span class = "signature" > (key)< / span > < span class = "type-signature" > → {boolean}< / span > < / h4 >
< / dt >
< dd >
< 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 >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "StateManager.js.html" > core/StateManager.js< / a > , < a href = "StateManager.js.html#sunlight-1-line-368" > line 368< / a >
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< h5 > Returns:< / h5 >
< div class = "param-desc" >
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< p > true if the State has the required functions, otherwise false.< / p >
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< / div >
< dl >
< dt >
Type
< / dt >
< dd >
< span class = "param-type" > boolean< / span >
< / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "destroy" > < span class = "type-signature" > < / span > destroy< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
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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 >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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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 >
< / dt >
< dd >
< div class = "description" >
< p > Gets the current State.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< / li > < / ul > < / dd >
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< h5 > Returns:< / h5 >
< div class = "param-desc" >
< p > Phaser.State< / p >
< / div >
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< / dd >
< dt >
< h4 class = "name" id = "link" > < span class = "type-signature" > < protected> < / span > link< span class = "signature" > (key)< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< 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 >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< h4 class = "name" id = "loadComplete" > < span class = "type-signature" > < protected> < / span > loadComplete< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< h4 class = "name" id = "pause" > < span class = "type-signature" > < protected> < / span > pause< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< / li > < / ul > < / dd >
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< h4 class = "name" id = "pauseUpdate" > < span class = "type-signature" > < protected> < / span > pauseUpdate< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< dt >
< h4 class = "name" id = "preRender" > < span class = "type-signature" > < protected> < / span > preRender< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< / li > < / ul > < / dd >
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< dt >
< h4 class = "name" id = "preUpdate" > < span class = "type-signature" > < / span > preUpdate< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< 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 >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "remove" > < span class = "type-signature" > < / span > remove< span class = "signature" > (key)< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< 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 >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< dt >
< h4 class = "name" id = "render" > < span class = "type-signature" > < protected> < / span > render< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< / li > < / ul > < / dd >
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< dt >
< 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 >
< / dt >
< dd >
< 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 >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< h4 class = "name" id = "resume" > < span class = "type-signature" > < protected> < / span > resume< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < 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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< / dt >
< dd >
< div class = "description" >
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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 >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "StateManager.js.html" > core/StateManager.js< / a > , < a href = "StateManager.js.html#sunlight-1-line-236" > line 236< / a >
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< / li > < / ul > < / dd >
< / dl >
< / dd >
< dt >
< h4 class = "name" id = "update" > < span class = "type-signature" > < protected> < / span > update< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< dl class = "details" >
< dt class = "tag-source" > Source:< / dt >
< dd class = "tag-source" > < ul class = "dummy" > < li >
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< a href = "StateManager.js.html" > core/StateManager.js< / a > , < a href = "StateManager.js.html#sunlight-1-line-526" > line 526< / a >
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< / li > < / ul > < / dd >
< / dl >
< / 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 Fri Jul 18 2014 12:36:56 GMT+0100 (BST) using the < a href = "https://github.com/terryweiss/docstrap" > DocStrap template< / a > .
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< / span >
< / footer >
< / div >
< div class = "span3" >
< div id = "toc" > < / div >
< / div >
< br clear = "both" >
< / div >
< / div >
< script src = "scripts/sunlight.js" > < / script >
< script src = "scripts/sunlight.javascript.js" > < / script >
< script src = "scripts/sunlight-plugin.doclinks.js" > < / script >
< script src = "scripts/sunlight-plugin.linenumbers.js" > < / script >
< script src = "scripts/sunlight-plugin.menu.js" > < / script >
< script src = "scripts/jquery.min.js" > < / script >
< script src = "scripts/jquery.scrollTo.js" > < / script >
< script src = "scripts/jquery.localScroll.js" > < / script >
< script src = "scripts/bootstrap-dropdown.js" > < / script >
< script src = "scripts/toc.js" > < / script >
< script > Sunlight . highlightAll ( { lineNumbers : true , showMenu : true , enableDoclinks : true } ) ; < / script >
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