Class: State

Phaser. State

Phaser.State

new State()

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.

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Members

add

Properties:
Name Type Description
add Phaser.GameObjectFactory

A reference to the GameObjectFactory which can be used to add new objects to the World.

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cache

Properties:
Name Type Description
cache Phaser.Cache

A reference to the game cache which contains any loaded or generated assets, such as images, sound and more.

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camera

Properties:
Name Type Description
camera Phaser.Camera

A handy reference to World.camera.

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game

Properties:
Name Type Description
game Phaser.Game

This is a reference to the currently running Game.

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input

Properties:
Name Type Description
input Phaser.Input

A reference to the Input Manager.

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load

Properties:
Name Type Description
load Phaser.Loader

A reference to the Loader, which you mostly use in the preload method of your state to load external assets.

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make

Properties:
Name Type Description
make Phaser.GameObjectCreator

A reference to the GameObjectCreator which can be used to make new objects.

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math

Properties:
Name Type Description
math Phaser.Math

A reference to Math class with lots of helpful functions.

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particles

Properties:
Name Type Description
particles Phaser.Particles

The Particle Manager. It is called during the core gameloop and updates any Particle Emitters it has created.

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physics

Properties:
Name Type Description
physics Phaser.Physics

A reference to the physics manager which looks after the different physics systems available within Phaser.

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rnd

Properties:
Name Type Description
rnd Phaser.RandomDataGenerator

A reference to the seeded and repeatable random data generator.

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scale

Properties:
Name Type Description
scale Phaser.ScaleManager

A reference to the Scale Manager which controls the way the game scales on different displays.

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sound

Properties:
Name Type Description
sound Phaser.SoundManager

A reference to the Sound Manager which can create, play and stop sounds, as well as adjust global volume.

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stage

Properties:
Name Type Description
stage Phaser.Stage

A reference to the Stage.

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time

Properties:
Name Type Description
time Phaser.Time

A reference to the game clock and timed events system.

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tweens

Properties:
Name Type Description
tweens Phaser.TweenManager

A reference to the tween manager.

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world

Properties:
Name Type Description
world Phaser.World

A reference to the game world. All objects live in the Game World and its size is not bound by the display resolution.

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Methods

create()

create is called once preload has completed, this includes the loading of any assets from the Loader. If you don't have a preload method then create is the first method called in your State.

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loadRender()

loadRender is called during the Loader process. This only happens if you've set one or more assets to load in the preload method. The difference between loadRender and render is that any objects you render in this method you must be sure their assets exist.

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loadUpdate()

loadUpdate is called during the Loader process. This only happens if you've set one or more assets to load in the preload method.

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paused()

This method will be called if the core game loop is paused.

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pauseUpdate()

pauseUpdate is called while the game is paused instead of preUpdate, update and postUpdate.

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preload()

preload is called first. Normally you'd use this to load your game assets (or those needed for the current State) You shouldn't create any objects in this method that require assets that you're also loading in this method, as they won't yet be available.

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render()

Nearly all display objects in Phaser render automatically, you don't need to tell them to render. However the render method is called AFTER the game renderer and plugins have rendered, so you're able to do any final post-processing style effects here. Note that this happens before plugins postRender takes place.

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shutdown()

This method will be called when the State is shutdown (i.e. you switch to another state from this one).

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update()

The update method is left empty for your own use. It is called during the core game loop AFTER debug, physics, plugins and the Stage have had their preUpdate methods called. If is called BEFORE Stage, Tweens, Sounds, Input, Physics, Particles and Plugins have had their postUpdate methods called.

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Phaser Copyright © 2012-2014 Photon Storm Ltd.
Documentation generated by JSDoc 3.3.0-dev on Fri Jul 18 2014 12:36:56 GMT+0100 (BST) using the DocStrap template.