/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2014 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * This is a base State class which can be extended if you are creating your own game. * It provides quick access to common functions such as the camera, cache, input, match, sound and more. * * @class Phaser.State * @constructor */ Phaser.State = function () { /** * @property {Phaser.Game} game - A reference to the currently running Game. */ this.game = null; /** * @property {Phaser.GameObjectFactory} add - Reference to the GameObjectFactory. * @default */ this.add = null; /** * @property {Phaser.Camera} camera - A handy reference to world.camera. * @default */ this.camera = null; /** * @property {Phaser.Cache} cache - Reference to the assets cache. * @default */ this.cache = null; /** * @property {Phaser.Input} input - Reference to the input manager * @default */ this.input = null; /** * @property {Phaser.Loader} load - Reference to the assets loader. * @default */ this.load = null; /** * @property {Phaser.Math} math - Reference to the math helper. * @default */ this.math = null; /** * @property {Phaser.SoundManager} sound - Reference to the sound manager. * @default */ this.sound = null; /** * @property {Phaser.Stage} stage - Reference to the stage. * @default */ this.stage = null; /** * @property {Phaser.TimeManager} time - Reference to game clock. * @default */ this.time = null; /** * @property {Phaser.TweenManager} tweens - Reference to the tween manager. * @default */ this.tweens = null; /** * @property {Phaser.World} world - Reference to the world. * @default */ this.world = null; /** * @property {Phaser.Particles} particles - The Particle Manager for the game. It is called during the game update loop and in turn updates any Emitters attached to it. * @default */ this.particles = null; /** * @property {Phaser.Physics.PhysicsManager} physics - Reference to the physics manager. * @default */ this.physics = null; }; Phaser.State.prototype = { /** * Override this method to add some load operations. * If you need to use the loader, you may need to use them here. * * @method Phaser.State#preload */ preload: function () { }, /** * Put update logic here. * * @method Phaser.State#loadUpdate */ loadUpdate: function () { }, /** * Put render operations here. * * @method Phaser.State#loadRender */ loadRender: function () { }, /** * This method is called after the game engine successfully switches states. * Feel free to add any setup code here (do not load anything here, override preload() instead). * * @method Phaser.State#create */ create: function () { }, /** * Put update logic here. * * @method Phaser.State#update */ update: function () { }, /** * Put render operations here. * * @method Phaser.State#render */ render: function () { }, /** * This method will be called when game paused. * * @method Phaser.State#paused */ paused: function () { }, /** * This method will be called when the state is destroyed. * @method Phaser.State#destroy */ destroy: function () { } }; Phaser.State.prototype.constructor = Phaser.State;