Phaser. StateManager

new StateManager(game, pendingState)

The State Manager is responsible for loading, setting up and switching game states.

Parameters:
Name Type Argument Default Description
game Phaser.Game

A reference to the currently running game.

pendingState Phaser.State | Object <optional>
null

A State object to seed the manager with.

Source - core/StateManager.js, line 17

Members

<readonly> created :boolean

True if the current state has had its create method run (if it has one, if not this is true by default).

Source - core/StateManager.js, line 774

current :string

The current active State object.

Source - core/StateManager.js, line 68

game :Phaser.Game

A reference to the currently running game.

Source - core/StateManager.js, line 22

onCreateCallback :function

This is called when the state preload has finished and creation begins.

Source - core/StateManager.js, line 100

onInitCallback :function

This is called when the state is set as the active state.

Source - core/StateManager.js, line 88

onLoadRenderCallback :function

This is called when the State is rendered during the preload phase.

Source - core/StateManager.js, line 136

onLoadUpdateCallback :function

This is called when the State is updated during the preload phase.

Source - core/StateManager.js, line 130

onPausedCallback :function

This is called when the game is paused.

Source - core/StateManager.js, line 142

onPauseUpdateCallback :function

This is called every frame while the game is paused.

Source - core/StateManager.js, line 154

onPreloadCallback :function

This is called when the state starts to load assets.

Source - core/StateManager.js, line 94

onPreRenderCallback :function

This is called before the state is rendered and before the stage is cleared but after all game objects have had their final properties adjusted.

Source - core/StateManager.js, line 124

onRenderCallback :function

This is called post-render. It doesn't happen during preload (see onLoadRenderCallback).

Source - core/StateManager.js, line 112

onResizeCallback :function

This is called if ScaleManager.scalemode is RESIZE and a resize event occurs. It's passed the new width and height.

Source - core/StateManager.js, line 118

onResumedCallback :function

This is called when the game is resumed from a paused state.

Source - core/StateManager.js, line 148

onShutDownCallback :function

This is called when the state is shut down (i.e. swapped to another state).

Source - core/StateManager.js, line 160

onStateChange :Phaser.Signal

onStateChange is a Phaser.Signal that is dispatched whenever the game changes state.

It is dispatched only when the new state is started, which isn't usually at the same time as StateManager.start is called because state swapping is done in sync with the game loop. It is dispatched before any of the new states methods (such as preload and create) are called, and after the previous states shutdown method has been run.

The callback you specify is sent two parameters: the string based key of the new state, and the second parameter is the string based key of the old / previous state.

Source - core/StateManager.js, line 82

onUpdateCallback :function

This is called when the state is updated, every game loop. It doesn't happen during preload (@see onLoadUpdateCallback).

Source - core/StateManager.js, line 106

states :object

The object containing Phaser.States.

Source - core/StateManager.js, line 27

Methods

add(key, state, autoStart)

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.

Parameters:
Name Type Argument Default Description
key string

A unique key you use to reference this state, i.e. "MainMenu", "Level1".

state Phaser.State | object | function

The state you want to switch to.

autoStart boolean <optional>
false

If true the State will be started immediately after adding it.

Source - core/StateManager.js, line 183

checkState(key) → {boolean}

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.

Parameters:
Name Type Description
key string

The key of the state you want to check.

Returns:
boolean -

true if the State has the required functions, otherwise false.

Source - core/StateManager.js, line 423

clearCurrentState()

This method clears the current State, calling its shutdown callback. The process also removes any active tweens, resets the camera, resets input, clears physics, removes timers and if set clears the world and cache too.

Source - core/StateManager.js, line 378

destroy()

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.

Source - core/StateManager.js, line 736

getCurrentState() → {Phaser.State}

Gets the current State.

Returns:
Source - core/StateManager.js, line 569

Links game properties to the State given by the key.

Parameters:
Name Type Description
key string

State key.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source - core/StateManager.js, line 452

<internal> loadComplete()

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source - core/StateManager.js, line 580

<internal> pause()

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source - core/StateManager.js, line 604

<internal> pauseUpdate()

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source - core/StateManager.js, line 653

<internal> preRender(elapsedTime)

Parameters:
Name Type Description
elapsedTime number

The time elapsed since the last update.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source - core/StateManager.js, line 676

preUpdate()

preUpdate is called right at the start of the game loop. It is responsible for changing to a new state that was requested previously.

Source - core/StateManager.js, line 324

remove(key)

Delete the given state.

Parameters:
Name Type Description
key string

A unique key you use to reference this state, i.e. "MainMenu", "Level1".

Source - core/StateManager.js, line 231

<internal> render()

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source - core/StateManager.js, line 703

<internal> resize()

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source - core/StateManager.js, line 690

restart(clearWorld, clearCache, parameter)

Restarts the current State. State.shutDown will be called (if it exists) before the State is restarted.

Parameters:
Name Type Argument Default Description
clearWorld boolean <optional>
true

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)

clearCache boolean <optional>
false

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.

parameter * <repeatable>

Additional parameters that will be passed to the State.init function if it has one.

Source - core/StateManager.js, line 291

<internal> resume()

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source - core/StateManager.js, line 617

start(key, clearWorld, clearCache, parameter)

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.

Parameters:
Name Type Argument Default Description
key string

The key of the state you want to start.

clearWorld boolean <optional>
true

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)

clearCache boolean <optional>
false

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.

parameter * <repeatable>

Additional parameters that will be passed to the State.init function (if it has one).

Source - core/StateManager.js, line 262

Nulls all State level Phaser properties, including a reference to Game.

Parameters:
Name Type Description
key string

State key.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source - core/StateManager.js, line 483

<internal> update()

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source - core/StateManager.js, line 630
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