Class: StateManager

Phaser. StateManager

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.

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Members

current

The current active State object (defaults to null).

Properties:
Name Type Description
current string
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game

A reference to the currently running game.

Properties:
Name Type Description
game. Phaser.Game
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game

A reference to the currently running game.

Properties:
Name Type Description
game. Phaser.Game
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onCreateCallback

This will be called when create states (setup states...).

Properties:
Name Type Description
onCreateCallback function
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onInitCallback

This will be called when the state is started (i.e. set as the current active state).

Properties:
Name Type Description
onInitCallback function
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onLoadRenderCallback

This will be called when the State is rendered but only during the load process.

Properties:
Name Type Description
onLoadRenderCallback function
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onLoadUpdateCallback

This will be called when the State is updated but only during the load process.

Properties:
Name Type Description
onLoadUpdateCallback function
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onPausedCallback

This will be called when states paused.

Properties:
Name Type Description
onPausedCallback function
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onPreloadCallback

This will be called when init states (loading assets...).

Properties:
Name Type Description
onPreloadCallback function
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onPreRenderCallback

This will be called before the State is rendered and before the stage is cleared.

Properties:
Name Type Description
onPreRenderCallback function
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onRenderCallback

This will be called when the State is rendered, this doesn't happen during load (see onLoadRenderCallback).

Properties:
Name Type Description
onRenderCallback function
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onShutDownCallback

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

Properties:
Name Type Description
onShutDownCallback function
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onUpdateCallback

This will be called when State is updated, this doesn't happen during load (@see onLoadUpdateCallback).

Properties:
Name Type Description
onUpdateCallback function
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states

Description.

Properties:
Name Type Description
states. Description
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states

The state to be switched to in the next frame.

Properties:
Name Type Description
states Description
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Methods

add(key, state, autoStart)

Add a new State.

Parameters:
Name Type Description
key string

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

state State

The state you want to switch to.

autoStart boolean

Start the state immediately after creating it? (default true)

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checkState(key) → {boolean}

Description.

Parameters:
Name Type Description
key string

The key of the state you want to check.

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Returns:

Description.

Type
boolean

destroy()

Nuke the entire game from orbit

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Links game properties to the State given by the key.

Parameters:
Name Type Description
key string

State key.

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<protected> loadComplete()

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<protected> preRender()

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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".

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<protected> render()

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<protected> setCurrentState(key)

Sets the current State. Should not be called directly (use StateManager.start)

Parameters:
Name Type Description
key string

State key.

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start(key, clearWorld, clearCache)

Start the given state

Parameters:
Name Type Argument Description
key string

The key of the state you want to start.

clearWorld boolean <optional>

clear everything in the world? (Default to true)

clearCache boolean <optional>

clear asset cache? (Default to false and ONLY available when clearWorld=true)

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<protected> update()

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Phaser Copyright © 2012-2013 Photon Storm Ltd.
Documentation generated by JSDoc 3.3.0-dev on Fri Nov 01 2013 18:16:15 GMT-0000 (GMT) using the DocStrap template.