new StateManager(game, pendingState)
The State Manager is responsible for loading, setting up and switching game states.
Parameters:
Name | Type | Argument | Default | Description |
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game |
Phaser.Game | A reference to the currently running game. |
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pendingState |
Phaser.State | Object |
<optional> |
null | A State object to seed the manager with. |
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Members
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current
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Properties:
Name Type Description current
string The current active State object (defaults to null).
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game
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Properties:
Name Type Description game
Phaser.Game A reference to the currently running game.
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onCreateCallback
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Properties:
Name Type Description onCreateCallback
function This will be called when create states (setup states...).
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onInitCallback
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Properties:
Name Type Description onInitCallback
function This will be called when the state is started (i.e. set as the current active state).
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onLoadRenderCallback
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Properties:
Name Type Description onLoadRenderCallback
function This will be called when the State is rendered but only during the load process.
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onLoadUpdateCallback
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Properties:
Name Type Description onLoadUpdateCallback
function This will be called when the State is updated but only during the load process.
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onPausedCallback
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Properties:
Name Type Description onPausedCallback
function This will be called once each time the game is paused.
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onPauseUpdateCallback
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Properties:
Name Type Description onPauseUpdateCallback
function This will be called every frame while the game is paused.
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onPreloadCallback
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Properties:
Name Type Description onPreloadCallback
function This will be called when init states (loading assets...).
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onPreRenderCallback
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Properties:
Name Type Description onPreRenderCallback
function This will be called before the State is rendered and before the stage is cleared.
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onRenderCallback
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Properties:
Name Type Description onRenderCallback
function This will be called when the State is rendered, this doesn't happen during load (see onLoadRenderCallback).
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onResumedCallback
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Properties:
Name Type Description onResumedCallback
function This will be called once each time the game is resumed from a paused state.
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onShutDownCallback
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Properties:
Name Type Description onShutDownCallback
function This will be called when the state is shut down (i.e. swapped to another state).
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onUpdateCallback
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Properties:
Name Type Description onUpdateCallback
function This will be called when State is updated, this doesn't happen during load (@see onLoadUpdateCallback).
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states
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Properties:
Name Type Description states
Object The object containing Phaser.States.
Methods
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add(key, state, autoStart)
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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.
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checkState(key) → {boolean}
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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.
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Returns:
true if the State has the required functions, otherwise false.
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- boolean
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destroy()
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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.
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getCurrentState()
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Gets the current State.
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Returns:
Phaser.State
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<protected> link(key)
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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> pause()
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<protected> pauseUpdate()
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<protected> preRender()
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preUpdate()
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preUpdate is called right at the start of the game loop. It is responsible for changing to a new state that was requested previously.
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remove(key)
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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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restart(clearWorld, clearCache, parameter)
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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.
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<protected> resume()
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start(key, clearWorld, clearCache, parameter)
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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).
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<protected> update()
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