// When a State is added to Phaser it automatically has the following properties set on it, even if they already exist:
this.game;// a reference to the currently running game
this.add;// used to add sprites, text, groups, etc
this.camera;// a reference to the game camera
this.cache;// the game cache
this.input;// the global input manager (you can access this.input.keyboard, this.input.mouse, as well from it)
this.load;// for preloading assets
this.math;// lots of useful common math operations
this.sound;// the sound manager - add a sound, play one, set-up markers, etc
this.stage;// the game stage
this.time;// the clock
this.tweens;// the tween manager
this.world;// the game world
this.particles;// the particle manager
this.physics;// the physics manager
this.rnd;// the repeatable random number generator
// You can use any of these from any function within this State.
// But do consider them as being 'reserved words', i.e. don't create a property for your own game called "world" or you'll over-write the world reference.
};
BasicGame.Game.prototype={
create:function(){
// Honestly, just about anything could go here. It's YOUR game after all. Eat your heart out!
},
update:function(){
// Honestly, just about anything could go here. It's YOUR game after all. Eat your heart out!
},
quitGame:function(pointer){
// Here you should destroy anything you no longer need.
// Stop music, delete sprites, purge caches, free resources, all that good stuff.