2016-12-05 10:06:09 +00:00
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< 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.PrimitiveShader.html" > PrimitiveShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Sprite.html" > Sprite< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.StripShader.html" > StripShader< / a >
< / li >
< li class = "class-depth-1" >
< a href = "PIXI.Texture.html" > Texture< / 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 >
< / ul >
< / li >
< 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#ANGLE_DOWN" > ANGLE_DOWN< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_LEFT" > ANGLE_LEFT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_NORTH_EAST" > ANGLE_NORTH_EAST< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_NORTH_WEST" > ANGLE_NORTH_WEST< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_RIGHT" > ANGLE_RIGHT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_SOUTH_EAST" > ANGLE_SOUTH_EAST< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_SOUTH_WEST" > ANGLE_SOUTH_WEST< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ANGLE_UP" > ANGLE_UP< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#arc" > arc< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#AUTO" > AUTO< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#beginFill" > beginFill< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#bezierCurveTo" > bezierCurveTo< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#BITMAPDATA" > BITMAPDATA< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#BITMAPTEXT" > BITMAPTEXT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#blendModes" > blendModes< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#BOTTOM_CENTER" > BOTTOM_CENTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#BOTTOM_LEFT" > BOTTOM_LEFT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#BOTTOM_RIGHT" > BOTTOM_RIGHT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#BUTTON" > BUTTON< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#CANVAS" > CANVAS< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#CANVAS_FILTER" > CANVAS_FILTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#CENTER" > CENTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#CIRCLE" > CIRCLE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#clear" > clear< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#CREATURE" > CREATURE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#destroyCachedSprite" > destroyCachedSprite< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#displayList" > displayList< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#DOWN" > DOWN< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#drawCircle" > drawCircle< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#drawEllipse" > drawEllipse< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#drawPolygon" > drawPolygon< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#drawRect" > drawRect< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#drawRoundedRect" > drawRoundedRect< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#drawShape" > drawShape< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ELLIPSE" > ELLIPSE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#emit" > emit< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#EMITTER" > EMITTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#endFill" > endFill< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#GAMES" > GAMES< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#generateTexture" > generateTexture< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#getBounds" > getBounds< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#getLocalBounds" > getLocalBounds< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#GRAPHICS" > GRAPHICS< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#GROUP" > GROUP< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#HEADLESS" > HEADLESS< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#HORIZONTAL" > HORIZONTAL< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#IMAGE" > IMAGE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#LANDSCAPE" > LANDSCAPE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#LEFT" > LEFT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#LEFT_BOTTOM" > LEFT_BOTTOM< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#LEFT_CENTER" > LEFT_CENTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#LEFT_TOP" > LEFT_TOP< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#LINE" > LINE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#lineStyle" > lineStyle< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#lineTo" > lineTo< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#listeners" > listeners< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#MATRIX" > MATRIX< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#mixin" > mixin< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#moveTo" > moveTo< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#NONE" > NONE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#off" > off< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#on" > on< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#once" > once< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#PENDING_ATLAS" > PENDING_ATLAS< / a >
< / li >
< li class = "class-depth-2" >
< a href = "global.html#Phaser.Path#numPointsreturn%257Bnumber%257DThetotalnumberofPathPointsinthisPath." > Phaser.Path#numPoints
return {number} The total number of PathPoints in this Path.< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#POINT" > POINT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#POINTER" > POINTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#POLYGON" > POLYGON< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#PORTRAIT" > PORTRAIT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#quadraticCurveTo" > quadraticCurveTo< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#RECTANGLE" > RECTANGLE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#removeAllListeners" > removeAllListeners< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#RENDERTEXTURE" > RENDERTEXTURE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#RETROFONT" > RETROFONT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#RIGHT" > RIGHT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#RIGHT_BOTTOM" > RIGHT_BOTTOM< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#RIGHT_CENTER" > RIGHT_CENTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#RIGHT_TOP" > RIGHT_TOP< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ROPE" > ROPE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#ROUNDEDRECTANGLE" > ROUNDEDRECTANGLE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#scaleModes" > scaleModes< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#SPRITE" > SPRITE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#SPRITEBATCH" > SPRITEBATCH< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#stopImmediatePropagation" > stopImmediatePropagation< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#stopPropagation" > stopPropagation< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TEXT" > TEXT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TILEMAP" > TILEMAP< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TILEMAPLAYER" > TILEMAPLAYER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TILESPRITE" > TILESPRITE< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TOP_CENTER" > TOP_CENTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TOP_LEFT" > TOP_LEFT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#TOP_RIGHT" > TOP_RIGHT< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#UP" > UP< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#updateLocalBounds" > updateLocalBounds< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#VERSION" > VERSION< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#VERTICAL" > VERTICAL< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#VIDEO" > VIDEO< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#WEBGL" > WEBGL< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#WEBGL_FILTER" > WEBGL_FILTER< / a >
< / li >
< li class = "class-depth-0" >
< a href = "global.html#WEBGL_MULTI" > WEBGL_MULTI< / a >
< / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Core< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.Game.html" > Game< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Group.html" > Group< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.World.html" > World< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Loader.html" > Loader< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Cache.html" > Cache< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Time.html" > Time< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Camera.html" > Camera< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.StateManager.html" > State Manager< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.TweenManager.html" > Tween Manager< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.SoundManager.html" > Sound Manager< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Input.html" > Input Manager< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.ScaleManager.html" > Scale Manager< / a > < / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Game Objects< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.GameObjectFactory.html" > Factory (game.add)< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.GameObjectCreator.html" > Creator (game.make)< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Sprite.html" > Sprite< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Image.html" > Image< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Sound.html" > Sound< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Video.html" > Video< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Particles.Arcade.Emitter.html" > Particle Emitter< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Particle.html" > Particle< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Text.html" > Text< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Tween.html" > Tween< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.BitmapText.html" > BitmapText< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Tilemap.html" > Tilemap< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.BitmapData.html" > BitmapData< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.RetroFont.html" > RetroFont< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Button.html" > Button< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Animation.html" > Animation< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Graphics.html" > Graphics< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.RenderTexture.html" > RenderTexture< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.TileSprite.html" > TileSprite< / a > < / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Geometry< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.Circle.html" > Circle< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Ellipse.html" > Ellipse< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Line.html" > Line< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Matrix.html" > Matrix< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Point.html" > Point< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Polygon.html" > Polygon< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Rectangle.html" > Rectangle< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.RoundedRectangle.html" > Rounded Rectangle< / a > < / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Physics< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.Physics.Arcade.html" > Arcade Physics< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.Arcade.Body.html" > Body< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Weapon.html" > Weapon< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Physics.P2.html" > P2 Physics< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.Body.html" > Body< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.Spring.html" > Spring< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.CollisionGroup.html" > CollisionGroup< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.P2.ContactMaterial.html" > ContactMaterial< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Physics.Ninja.html" > Ninja Physics< / a > < / li >
< li class = "class-depth-2" > < a href = "Phaser.Physics.Body.html" > Body< / a > < / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Input< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "Phaser.InputHandler.html" > Input Handler< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Pointer.html" > Pointer< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.DeviceButton.html" > Device Button< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Mouse.html" > Mouse< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Keyboard.html" > Keyboard< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Key.html" > Key< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.KeyCode.html" > Key Codes< / a > < / li >
< li class = "class-depth-1" > < a href = "Phaser.Gamepad.html" > Gamepad< / a > < / li >
< / ul >
< / li >
< li class = "dropdown" >
< a href = "#" class = "dropdown-toggle" data-toggle = "dropdown" > Community< b class = "caret" > < / b > < / a >
< ul class = "dropdown-menu " >
< li class = "class-depth-1" > < a href = "http://phaser.io" > Phaser Web Site< / a > < / li >
< li class = "class-depth-1" > < a href = "https://github.com/photonstorm/phaser" > Phaser Github< / a > < / li >
< li class = "class-depth-1" > < a href = "http://phaser.io/examples" > Phaser Examples< / a > < / li >
< li class = "class-depth-1" > < a href = "https://github.com/photonstorm/phaser-plugins" > Phaser Plugins< / a > < / li >
< li class = "class-depth-1" > < a href = "http://www.html5gamedevs.com/forum/14-phaser/" > Forum< / a > < / li >
< li class = "class-depth-1" > < a href = "http://stackoverflow.com/questions/tagged/phaser-framework" > Stack Overflow< / a > < / li >
< li class = "class-depth-1" > < a href = "http://phaser.io/learn" > Tutorials< / a > < / li >
< li class = "class-depth-1" > < a href = "http://phaser.io/community/newsletter" > Newsletter< / a > < / li >
< li class = "class-depth-1" > < a href = "http://phaser.io/community/twitter" > Twitter< / a > < / li >
< li class = "class-depth-1" > < a href = "http://phaser.io/community/slack" > Slack< / a > < / li >
< li class = "class-depth-1" > < a href = "http://phaser.io/community/donate" > Donate< / a > < / li >
< li class = "class-depth-1" > < a href = "https://www.codeandweb.com/texturepacker/phaser" > Texture Packer< / a > < / li >
< / ul >
< / li >
< / ul >
< / div >
< / div >
< div class = "row-fluid" >
< div class = "span8" >
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<!-- <h1 class="page - title">Class: Game</h1> -->
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< header >
< h2 >
< span class = "ancestors" > < a href = "Phaser.html" > Phaser< / a > .< / span >
Game
< / h2 >
< / header >
< article >
< div class = "container-overview" >
< dt >
< h4 class = "name "
id="Game">< span class = "type-signature" > < / span > new Game< span class = "signature" > (< span class = "optional" > width< / span > , < span class = "optional" > height< / span > , < span class = "optional" > renderer< / span > , < span class = "optional" > parent< / span > , < span class = "optional" > state< / span > , < span class = "optional" > transparent< / span > , < span class = "optional" > antialias< / span > , < span class = "optional" > physicsConfig< / span > )< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
2016-11-23 00:59:32 +00:00
< p > The Phaser.Game object is the main controller for the entire Phaser game. It is responsible< br > for handling the boot process, parsing the configuration values, creating the renderer,< br > and setting-up all of the Phaser systems, such as physics, sound and input.< br > Once that is complete it will start the default State, and then begin the main game loop.< / p >
< p > You can access lots of the Phaser systems via the properties on the < code > game< / code > object. For< br > example < code > game.renderer< / code > is the Renderer, < code > game.sound< / code > is the Sound Manager, and so on.< / p >
< p > Anywhere you can access the < code > game< / code > property, you can access all of these core systems.< br > For example a Sprite has a < code > game< / code > property, allowing you to talk to the various parts< br > of Phaser directly, without having to look after your own references.< / p >
< p > In it's most simplest form, a Phaser game can be created by providing the arguments< br > to the constructor:< / p >
< pre class = "prettyprint source" > < code > var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create });< / code > < / pre > < p > In the example above it is passing in a State object directly. You can also use the State< br > Manager to do this:< / p >
< pre class = "prettyprint source" > < code > var game = new Phaser.Game(800, 600, Phaser.AUTO);
game.state.add('Boot', BasicGame.Boot);
game.state.add('Preloader', BasicGame.Preloader);
game.state.add('MainMenu', BasicGame.MainMenu);
game.state.add('Game', BasicGame.Game);
game.state.start('Boot');< / code > < / pre > < p > In the example above, 4 States are added to the State Manager, and Phaser is told to< br > start running the < code > Boot< / code > state when it has finished initializing. There are example< br > project templates you can use in the Phaser GitHub repo, inside the < code > resources< / code > folder.< / p >
< p > Instead of specifying arguments you can also pass a single object instead:< / p >
< pre class = "prettyprint source" > < code > var config = {
width: 800,
height: 600,
renderer: Phaser.AUTO,
antialias: true,
multiTexture: true,
state: {
preload: preload,
create: create,
update: update
}
}
2016-12-05 10:06:09 +00:00
var game = new Phaser.Game(config);< / code > < / pre >
< / 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 > width< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
|
< span class = "param-type" > string< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
800
< / td >
< td class = "description last" > < p > The width of your game in game pixels. If given as a string the value must be between 0 and 100 and will be used as the percentage width of the parent container, or the browser window if no parent is given.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > height< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
|
< span class = "param-type" > string< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
600
< / td >
< td class = "description last" > < p > The height of your game in game pixels. If given as a string the value must be between 0 and 100 and will be used as the percentage height of the parent container, or the browser window if no parent is given.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > renderer< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
Phaser.AUTO
< / td >
< td class = "description last" > < p > Which renderer to use: Phaser.AUTO will auto-detect, Phaser.WEBGL, Phaser.WEBGL_MULTI, Phaser.CANVAS or Phaser.HEADLESS (no rendering at all).< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > parent< / code > < / td >
< td class = "type" >
< span class = "param-type" > string< / span >
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< span class = "param-type" > HTMLElement< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
''
< / td >
< td class = "description last" > < p > The DOM element into which this games canvas will be injected. Either a DOM ID (string) or the element itself.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > state< / code > < / td >
< td class = "type" >
< span class = "param-type" > object< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
null
< / td >
< td class = "description last" > < p > The default state object. A object consisting of Phaser.State functions (preload, create, update, render) or null.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > transparent< / 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 > Use a transparent canvas background or not.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > antialias< / 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 > Draw all image textures anti-aliased or not. The default is for smooth textures, but disable if your game features pixel art.< / p > < / td >
< / tr >
< tr >
< td class = "name" > < code > physicsConfig< / code > < / td >
< td class = "type" >
< span class = "param-type" > object< / span >
< / td >
< td class = "attributes" >
< optional>< br >
< / td >
< td class = "default" >
null
< / td >
< td class = "description last" > < p > A physics configuration object to pass to the Physics world on creation.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< dt class = "tag-source" > Source -
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< h3 class = "subsection-title" > Members< / h3 >
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< h4 class = "name "
id="add">< span class = "type-signature" > < / span > add< span class = "type-signature" > :< a href = "Phaser.GameObjectFactory.html" > Phaser.GameObjectFactory< / a > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Reference to the Phaser.GameObjectFactory.< / p >
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< h4 class = "name "
id="antialias">< span class = "type-signature" > < / span > antialias< span class = "type-signature" > :boolean< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Anti-alias graphics. By default scaled images are smoothed in Canvas and WebGL, set anti-alias to false to disable this globally.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > true< / li > < / ul > < / dd >
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< h4 class = "name "
id="cache">< span class = "type-signature" > < / span > cache< span class = "type-signature" > :< a href = "Phaser.Cache.html" > Phaser.Cache< / a > < / span > < / h4 >
< / dt >
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< div class = "description" >
< p > Reference to the assets cache.< / p >
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< h4 class = "name "
id="camera">< span class = "type-signature" > < / span > camera< span class = "type-signature" > :< a href = "Phaser.Camera.html" > Phaser.Camera< / a > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > A handy reference to world.camera.< / p >
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< dt >
< h4 class = "name "
id="canvas">< span class = "type-signature" > < / span > canvas< span class = "type-signature" > :HTMLCanvasElement< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > A handy reference to renderer.view, the canvas that the game is being rendered in to.< / p >
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< dt >
< h4 class = "name "
id="clearBeforeRender">< span class = "type-signature" > < / span > clearBeforeRender< span class = "type-signature" > :boolean< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Clear the Canvas each frame before rendering the display list.< br > You can set this to < code > false< / code > to gain some performance if your game always contains a background that completely fills the display.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > true< / li > < / ul > < / dd >
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< h4 class = "name "
id="config">< span class = "type-signature" > < / span > config< span class = "type-signature" > :object< / span > < / h4 >
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< div class = "description" >
< p > The Phaser.Game configuration object.< / p >
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< h4 class = "name "
id="context">< span class = "type-signature" > < / span > context< span class = "type-signature" > :CanvasRenderingContext2D< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > A handy reference to renderer.context (only set for CANVAS games, not WebGL)< / p >
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< / dl >
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< dt >
< h4 class = "name "
id="create">< span class = "type-signature" > < / span > create< span class = "type-signature" > :< a href = "Phaser.Create.html" > Phaser.Create< / a > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > The Asset Generator.< / p >
< / div >
< dl class = "details" >
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< dt >
< h4 class = "name "
id="currentUpdateID">< span class = "type-signature" > < internal> < / span > currentUpdateID< span class = "type-signature" > :integer< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > The ID of the current/last logic update applied this render frame, starting from 0.< br > The first update is < code > currentUpdateID === 0< / code > and the last update is < code > currentUpdateID === updatesThisFrame.< / code > < / p >
< / div >
< dl class = "details" >
< 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 >
< dt class = "tag-source" > Source -
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< dt >
< h4 class = "name "
id="debug">< span class = "type-signature" > < / span > debug< span class = "type-signature" > :< a href = "Phaser.Utils.Debug.html" > Phaser.Utils.Debug< / a > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > A set of useful debug utilities.< / p >
< / div >
< dl class = "details" >
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< dt >
< h4 class = "name "
id="device">< span class = "type-signature" > < / span > device< span class = "type-signature" > :< a href = "Phaser.Device.html" > Phaser.Device< / a > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Contains device information and capabilities.< / p >
< / div >
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< dt >
< h4 class = "name "
id="forceSingleUpdate">< span class = "type-signature" > < / span > forceSingleUpdate< span class = "type-signature" > :boolean< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Should the game loop force a logic update, regardless of the delta timer? Set to true if you know you need this. You can toggle it on the fly.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
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< h4 class = "name "
id="fpsProblemNotifier">< span class = "type-signature" > < / span > fpsProblemNotifier< span class = "type-signature" > :< a href = "Phaser.Signal.html" > Phaser.Signal< / a > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > If the game is struggling to maintain the desired FPS, this signal will be dispatched.< br > The desired/chosen FPS should probably be closer to the < a href = "Phaser.Time.html#suggestedFps" > Phaser.Time#suggestedFps< / a > value.< / p >
< / div >
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< dt >
< h4 class = "name "
id="height">< span class = "type-signature" > < readonly> < / span > height< span class = "type-signature" > :integer< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
2014-11-15 20:01:46 +00:00
< p > The current Game Height in pixels.< / p >
2016-12-05 10:06:09 +00:00
< p > < em > Do not modify this property directly:< / em > use < a href = "Phaser.ScaleManager.html#setGameSize" > Phaser.ScaleManager#setGameSize< / a > - eg. < code > game.scale.setGameSize(width, height)< / code > - instead.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > 600< / li > < / ul > < / dd >
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< dt >
< h4 class = "name "
id="id">< span class = "type-signature" > < readonly> < / span > id< span class = "type-signature" > :number< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Phaser Game ID< / p >
< / div >
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< h4 class = "name "
id="input">< span class = "type-signature" > < / span > input< span class = "type-signature" > :< a href = "Phaser.Input.html" > Phaser.Input< / a > < / span > < / h4 >
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< dd >
< div class = "description" >
< p > Reference to the input manager< / p >
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< h4 class = "name "
id="isBooted">< span class = "type-signature" > < readonly> < / span > isBooted< span class = "type-signature" > :boolean< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Whether the game engine is booted, aka available.< / p >
< / div >
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< h4 class = "name "
id="isRunning">< span class = "type-signature" > < readonly> < / span > isRunning< span class = "type-signature" > :boolean< / span > < / h4 >
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< dd >
< div class = "description" >
< p > Is game running or paused?< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
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< h4 class = "name "
id="load">< span class = "type-signature" > < / span > load< span class = "type-signature" > :< a href = "Phaser.Loader.html" > Phaser.Loader< / a > < / span > < / h4 >
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< dd >
< div class = "description" >
< p > Reference to the assets loader.< / p >
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< h4 class = "name "
id="lockRender">< span class = "type-signature" > < / span > lockRender< span class = "type-signature" > :boolean< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > If < code > false< / code > Phaser will automatically render the display list every update. If < code > true< / code > the render loop will be skipped.< br > You can toggle this value at run-time to gain exact control over when Phaser renders. This can be useful in certain types of game or application.< br > Please note that if you don't render the display list then none of the game object transforms will be updated, so use this value carefully.< / p >
< / div >
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< h4 class = "name "
id="make">< span class = "type-signature" > < / span > make< span class = "type-signature" > :< a href = "Phaser.GameObjectCreator.html" > Phaser.GameObjectCreator< / a > < / span > < / h4 >
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< dd >
< div class = "description" >
< p > Reference to the GameObject Creator.< / p >
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< h4 class = "name "
id="math">< span class = "type-signature" > < / span > math< span class = "type-signature" > :< a href = "Phaser.Math.html" > Phaser.Math< / a > < / span > < / h4 >
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< dd >
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< p > Reference to the math helper.< / p >
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="multiTexture">< span class = "type-signature" > < readonly> < / span > multiTexture< span class = "type-signature" > :boolean< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Has support for Multiple bound Textures in WebGL been enabled? This is a read-only property.< br > To set it you need to either specify < code > Phaser.WEBGL_MULTI< / code > as the renderer type, or use the Game< br > Configuration object with the property < code > multiTexture< / code > set to true. It has to be enabled before< br > Pixi boots, and cannot be changed after the game is running. Once enabled, take advantage of it< br > via the < code > game.renderer.setTexturePriority< / code > method.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="net">< span class = "type-signature" > < / span > net< span class = "type-signature" > :< a href = "Phaser.Net.html" > Phaser.Net< / a > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Reference to the network class.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
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< / dt >
< / dl >
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< dt >
< h4 class = "name "
id="onBlur">< span class = "type-signature" > < / span > onBlur< span class = "type-signature" > :< a href = "Phaser.Signal.html" > Phaser.Signal< / a > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > This event is fired when the game no longer has focus (typically on page hide).< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
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< / dt >
< / dl >
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< dt >
< h4 class = "name "
id="onFocus">< span class = "type-signature" > < / span > onFocus< span class = "type-signature" > :< a href = "Phaser.Signal.html" > Phaser.Signal< / a > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > This event is fired when the game has focus (typically on page show).< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="onPause">< span class = "type-signature" > < / span > onPause< span class = "type-signature" > :< a href = "Phaser.Signal.html" > Phaser.Signal< / a > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > This event is fired when the game pauses.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="onResume">< span class = "type-signature" > < / span > onResume< span class = "type-signature" > :< a href = "Phaser.Signal.html" > Phaser.Signal< / a > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > This event is fired when the game resumes from a paused state.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="parent">< span class = "type-signature" > < / span > parent< span class = "type-signature" > :string|HTMLElement< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > The Games DOM parent.< / p >
< / div >
< h5 > Type:< / h5 >
< ul >
< li >
< span class = "param-type" > string< / span >
|
< span class = "param-type" > HTMLElement< / span >
< / li >
< / ul >
< dl class = "details" >
< dt class = "tag-source" > Source -
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="particles">< span class = "type-signature" > < / span > particles< span class = "type-signature" > :< a href = "Phaser.Particles.html" > Phaser.Particles< / a > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > The Particle Manager.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="paused">< span class = "type-signature" > < / span > paused< span class = "type-signature" > :boolean< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > The paused state of the Game. A paused game doesn't update any of its subsystems.< br > When a game is paused the onPause event is dispatched. When it is resumed the onResume event is dispatched. Gets and sets the paused state of the Game.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="pendingStep">< span class = "type-signature" > < readonly> < / span > pendingStep< span class = "type-signature" > :boolean< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > An internal property used by enableStep, but also useful to query from your own game objects.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="physics">< span class = "type-signature" > < / span > physics< span class = "type-signature" > :< a href = "Phaser.Physics.html" > Phaser.Physics< / a > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Reference to the physics manager.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="physicsConfig">< span class = "type-signature" > < / span > physicsConfig< span class = "type-signature" > :object< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > The Phaser.Physics.World configuration object.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="plugins">< span class = "type-signature" > < / span > plugins< span class = "type-signature" > :< a href = "Phaser.PluginManager.html" > Phaser.PluginManager< / a > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Reference to the plugin manager.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="preserveDrawingBuffer">< span class = "type-signature" > < / span > preserveDrawingBuffer< span class = "type-signature" > :boolean< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > The value of the preserveDrawingBuffer flag affects whether or not the contents of the stencil buffer is retained after rendering.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
< a href = "src_core_Game.js.html" > core/Game.js< / a > , < a href = "src_core_Game.js.html#sunlight-1-line-169" > line 169< / a >
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="raf">< span class = "type-signature" > < internal> < / span > raf< span class = "type-signature" > :< a href = "Phaser.RequestAnimationFrame.html" > Phaser.RequestAnimationFrame< / a > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Automatically handles the core game loop via requestAnimationFrame or setTimeout< / p >
< / div >
< dl class = "details" >
< 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 >
< dt class = "tag-source" > Source -
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="renderer">< span class = "type-signature" > < internal> < / span > renderer< span class = "type-signature" > :< a href = "PIXI.CanvasRenderer.html" > PIXI.CanvasRenderer< / a > |< a href = "PIXI.WebGLRenderer.html" > PIXI.WebGLRenderer< / a > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > The Pixi Renderer.< / p >
< / div >
< h5 > Type:< / h5 >
< ul >
< li >
< span class = "param-type" > < a href = "PIXI.CanvasRenderer.html" > PIXI.CanvasRenderer< / a > < / span >
|
< span class = "param-type" > < a href = "PIXI.WebGLRenderer.html" > PIXI.WebGLRenderer< / a > < / span >
< / li >
< / ul >
< dl class = "details" >
< 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 >
< dt class = "tag-source" > Source -
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="renderType">< span class = "type-signature" > < readonly> < / span > renderType< span class = "type-signature" > :number< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > The Renderer this game will use. Either Phaser.AUTO, Phaser.CANVAS, Phaser.WEBGL, Phaser.WEBGL_MULTI or Phaser.HEADLESS.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="resolution">< span class = "type-signature" > < readonly> < / span > resolution< span class = "type-signature" > :integer< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > The resolution of your game. This value is read only, but can be changed at start time it via a game configuration object.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > 1< / li > < / ul > < / dd >
< dt class = "tag-source" > Source -
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="rnd">< span class = "type-signature" > < / span > rnd< span class = "type-signature" > :< a href = "Phaser.RandomDataGenerator.html" > Phaser.RandomDataGenerator< / a > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Instance of repeatable random data generator helper.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="scale">< span class = "type-signature" > < / span > scale< span class = "type-signature" > :< a href = "Phaser.ScaleManager.html" > Phaser.ScaleManager< / a > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > The game scale manager.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
< a href = "src_core_Game.js.html" > core/Game.js< / a > , < a href = "src_core_Game.js.html#sunlight-1-line-252" > line 252< / a >
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="sound">< span class = "type-signature" > < / span > sound< span class = "type-signature" > :< a href = "Phaser.SoundManager.html" > Phaser.SoundManager< / a > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Reference to the sound manager.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="stage">< span class = "type-signature" > < / span > stage< span class = "type-signature" > :< a href = "Phaser.Stage.html" > Phaser.Stage< / a > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Reference to the stage.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="state">< span class = "type-signature" > < / span > state< span class = "type-signature" > :< a href = "Phaser.StateManager.html" > Phaser.StateManager< / a > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > The StateManager.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="stepCount">< span class = "type-signature" > < readonly> < / span > stepCount< span class = "type-signature" > :number< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > When stepping is enabled this contains the current step cycle.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="stepping">< span class = "type-signature" > < readonly> < / span > stepping< span class = "type-signature" > :boolean< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Enable core loop stepping with Game.enableStep().< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
< a href = "src_core_Game.js.html" > core/Game.js< / a > , < a href = "src_core_Game.js.html#sunlight-1-line-343" > line 343< / a >
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="time">< span class = "type-signature" > < / span > time< span class = "type-signature" > :< a href = "Phaser.Time.html" > Phaser.Time< / a > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Reference to the core game clock.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
< a href = "src_core_Game.js.html" > core/Game.js< / a > , < a href = "src_core_Game.js.html#sunlight-1-line-267" > line 267< / a >
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="transparent">< span class = "type-signature" > < / span > transparent< span class = "type-signature" > :boolean< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Use a transparent canvas background or not.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
< a href = "src_core_Game.js.html" > core/Game.js< / a > , < a href = "src_core_Game.js.html#sunlight-1-line-144" > line 144< / a >
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="tweens">< span class = "type-signature" > < / span > tweens< span class = "type-signature" > :< a href = "Phaser.TweenManager.html" > Phaser.TweenManager< / a > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Reference to the tween manager.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
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< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="updatesThisFrame">< span class = "type-signature" > < internal> < / span > updatesThisFrame< span class = "type-signature" > :integer< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Number of logic updates expected to occur this render frame; will be 1 unless there are catch-ups required (and allowed).< / p >
< / div >
< dl class = "details" >
< 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 >
< dt class = "tag-source" > Source -
< a href = "src_core_Game.js.html" > core/Game.js< / a > , < a href = "src_core_Game.js.html#sunlight-1-line-404" > line 404< / a >
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="width">< span class = "type-signature" > < readonly> < / span > width< span class = "type-signature" > :integer< / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > The current Game Width in pixels.< / p >
< p > < em > Do not modify this property directly:< / em > use < a href = "Phaser.ScaleManager.html#setGameSize" > Phaser.ScaleManager#setGameSize< / a > - eg. < code > game.scale.setGameSize(width, height)< / code > - instead.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-default" > Default Value:< / dt >
< dd class = "tag-default" > < ul class = "dummy" > < li > 800< / li > < / ul > < / dd >
< dt class = "tag-source" > Source -
< a href = "src_core_Game.js.html" > core/Game.js< / a > , < a href = "src_core_Game.js.html#sunlight-1-line-106" > line 106< / a >
< / dt >
< / dl >
< / dd >
< dt >
< h4 class = "name "
id="world">< span class = "type-signature" > < / span > world< span class = "type-signature" > :< a href = "Phaser.World.html" > Phaser.World< / a > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Reference to the world.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
< a href = "src_core_Game.js.html" > core/Game.js< / a > , < a href = "src_core_Game.js.html#sunlight-1-line-277" > line 277< / a >
< / dt >
< / dl >
< / dd >
< / dl >
< h3 class = "subsection-title" > Methods< / h3 >
< dl >
< dt >
< h4 class = "name "
id="boot">< span class = "type-signature" > < internal> < / span > boot< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Initialize engine sub modules and start the game.< / p >
< / div >
< dl class = "details" >
< 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 >
< dt class = "tag-source" > Source -
< a href = "src_core_Game.js.html" > core/Game.js< / a > , < a href = "src_core_Game.js.html#sunlight-1-line-586" > line 586< / a >
< / dt >
< / 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" >
< p > Nukes the entire game from orbit.< / p >
< p > Calls destroy on Game.state, Game.sound, Game.scale, Game.stage, Game.input, Game.physics and Game.plugins.< / p >
< p > Then sets all of those local handlers to null, destroys the renderer, removes the canvas from the DOM< br > and resets the PIXI default renderer.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
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< h4 class = "name "
id="disableStep">< span class = "type-signature" > < / span > disableStep< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
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< div class = "description" >
< p > Disables core game loop stepping.< / p >
< / div >
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< dt class = "tag-source" > Source -
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< h4 class = "name "
id="enableStep">< span class = "type-signature" > < / span > enableStep< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Enable core game loop stepping. When enabled you must call game.step() directly (perhaps via a DOM button?)< br > Calling step will advance the game loop by one frame. This is extremely useful for hard to track down errors!< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
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< h4 class = "name "
id="focusGain">< span class = "type-signature" > < internal> < / span > focusGain< span class = "signature" > (event)< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
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< div class = "description" >
< p > Called by the Stage visibility handler.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
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< / thead >
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< tr >
< td class = "name" > < code > event< / code > < / td >
< td class = "type" >
< span class = "param-type" > object< / span >
< / td >
< td class = "description last" > < p > The DOM event that caused the game to pause, if any.< / p > < / td >
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< dl class = "details" >
< 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="focusLoss">< span class = "type-signature" > < internal> < / span > focusLoss< span class = "signature" > (event)< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
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< div class = "description" >
< p > Called by the Stage visibility handler.< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
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< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
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< / thead >
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< tr >
< td class = "name" > < code > event< / code > < / td >
< td class = "type" >
< span class = "param-type" > object< / span >
< / td >
< td class = "description last" > < p > The DOM event that caused the game to pause, if any.< / p > < / td >
< / tr >
< / tbody >
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< dl class = "details" >
< 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="gamePaused">< span class = "type-signature" > < internal> < / span > gamePaused< span class = "signature" > (event)< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
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< div class = "description" >
< p > Called by the Stage visibility handler.< / 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 >
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< tr >
< td class = "name" > < code > event< / code > < / td >
< td class = "type" >
< span class = "param-type" > object< / span >
< / td >
< td class = "description last" > < p > The DOM event that caused the game to pause, if any.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< 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 >
< dt class = "tag-source" > Source -
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< h4 class = "name "
id="gameResumed">< span class = "type-signature" > < internal> < / span > gameResumed< span class = "signature" > (event)< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Called by the Stage visibility handler.< / 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 > event< / code > < / td >
< td class = "type" >
< span class = "param-type" > object< / span >
< / td >
< td class = "description last" > < p > The DOM event that caused the game to pause, if any.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< 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 >
< dt class = "tag-source" > Source -
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< h4 class = "name "
id="parseConfig">< span class = "type-signature" > < internal> < / span > parseConfig< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Parses a Game configuration object.< / p >
< / div >
< dl class = "details" >
< 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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< h4 class = "name "
id="setUpRenderer">< span class = "type-signature" > < internal> < / span > setUpRenderer< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Checks if the device is capable of using the requested renderer and sets it up or an alternative if not.< / p >
< / div >
< dl class = "details" >
< 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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< dt class = "tag-source" > Source -
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< h4 class = "name "
id="showDebugHeader">< span class = "type-signature" > < internal> < / span > showDebugHeader< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Displays a Phaser version debug header in the console.< / p >
< / div >
< dl class = "details" >
< 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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< dt class = "tag-source" > Source -
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< dt >
< h4 class = "name "
id="step">< span class = "type-signature" > < / span > step< span class = "signature" > ()< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > When stepping is enabled you must call this function directly (perhaps via a DOM button?) to advance the game loop by one frame.< br > This is extremely useful to hard to track down errors! Use the internal stepCount property to monitor progress.< / p >
< / div >
< dl class = "details" >
< dt class = "tag-source" > Source -
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< h4 class = "name "
id="update">< span class = "type-signature" > < internal> < / span > update< span class = "signature" > (time)< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > The core game loop.< / 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 > time< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The current time as provided by RequestAnimationFrame.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< 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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< h4 class = "name "
id="updateLogic">< span class = "type-signature" > < internal> < / span > updateLogic< span class = "signature" > (timeStep)< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Updates all logic subsystems in Phaser. Called automatically by Game.update.< / 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 > timeStep< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The current timeStep value as determined by Game.update.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< 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 >
< dt class = "tag-source" > Source -
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< h4 class = "name "
id="updateRender">< span class = "type-signature" > < internal> < / span > updateRender< span class = "signature" > (elapsedTime)< / span > < span class = "type-signature" > < / span > < / h4 >
< / dt >
< dd >
< div class = "description" >
< p > Runs the Render cycle.< br > It starts by calling State.preRender. In here you can do any last minute adjustments of display objects as required.< br > It then calls the renderer, which renders the entire display list, starting from the Stage object and working down.< br > It then calls plugin.render on any loaded plugins, in the order in which they were enabled.< br > After this State.render is called. Any rendering that happens here will take place on-top of the display list.< br > Finally plugin.postRender is called on any loaded plugins, in the order in which they were enabled.< br > This method is called automatically by Game.update, you don't need to call it directly.< br > Should you wish to have fine-grained control over when Phaser renders then use the < code > Game.lockRender< / code > boolean.< br > Phaser will only render when this boolean is < code > false< / code > .< / p >
< / div >
< h5 > Parameters:< / h5 >
< table class = "params table table-striped" >
< thead >
< tr >
< th > Name< / th >
< th > Type< / th >
< th class = "last" > Description< / th >
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< / thead >
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< tr >
< td class = "name" > < code > elapsedTime< / code > < / td >
< td class = "type" >
< span class = "param-type" > number< / span >
< / td >
< td class = "description last" > < p > The time elapsed since the last update.< / p > < / td >
< / tr >
< / tbody >
< / table >
< dl class = "details" >
< 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 >
< dt class = "tag-source" > Source -
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< div class = "clearfix" > < / div >
< footer >
< span class = "copyright" >
Phaser Copyright © 2012-2016 Photon Storm Ltd.
< / span >
< br / >
< span class = "jsdoc-message" >
Documentation generated by < a href = "https://github.com/jsdoc3/jsdoc" > JSDoc 3.4.3< / a >
on Mon Dec 05 2016 10:04:34 GMT+0000 (GMT Standard Time) using the < a href = "https://github.com/terryweiss/docstrap" > DocStrap template< / a > .
< / 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 >
< script >
$( function () {
$( "#toc" ).toc( {
anchorName : function(i, heading, prefix) {
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< / body >
2013-10-01 15:39:39 +00:00
< / html >