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.
- Source:
Members
-
add
-
- Source:
Properties:
Name Type Description add
Phaser.GameObjectFactory A reference to the GameObjectFactory which can be used to add new objects to the World.
-
cache
-
- Source:
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.
-
camera
-
- Source:
Properties:
Name Type Description camera
Phaser.Camera A handy reference to World.camera.
-
game
-
- Source:
Properties:
Name Type Description game
Phaser.Game This is a reference to the currently running Game.
-
input
-
- Source:
Properties:
Name Type Description input
Phaser.Input A reference to the Input Manager.
-
load
-
- Source:
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.
-
make
-
- Source:
Properties:
Name Type Description make
Phaser.GameObjectCreator A reference to the GameObjectCreator which can be used to make new objects.
-
math
-
- Source:
Properties:
Name Type Description math
Phaser.Math A reference to Math class with lots of helpful functions.
-
particles
-
- Source:
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.
-
physics
-
- Source:
Properties:
Name Type Description physics
Phaser.Physics A reference to the physics manager which looks after the different physics systems available within Phaser.
-
rnd
-
- Source:
Properties:
Name Type Description rnd
Phaser.RandomDataGenerator A reference to the seeded and repeatable random data generator.
-
scale
-
- Source:
Properties:
Name Type Description scale
Phaser.ScaleManager A reference to the Scale Manager which controls the way the game scales on different displays.
-
sound
-
- Source:
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.
-
stage
-
- Source:
Properties:
Name Type Description stage
Phaser.Stage A reference to the Stage.
-
time
-
- Source:
Properties:
Name Type Description time
Phaser.Time A reference to the game clock and timed events system.
-
tweens
-
- Source:
Properties:
Name Type Description tweens
Phaser.TweenManager A reference to the tween manager.
-
world
-
- Source:
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.
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.
- Source:
-
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.
- Source:
-
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.
- Source:
-
paused()
-
This method will be called if the core game loop is paused.
- Source:
-
pauseUpdate()
-
pauseUpdate is called while the game is paused instead of preUpdate, update and postUpdate.
- Source:
-
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.
- Source:
-
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.
- Source:
-
shutdown()
-
This method will be called when the State is shutdown (i.e. you switch to another state from this one).
- Source:
-
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.
- Source: