Phaser.State.Settings = function (state, config) { if (typeof config === 'string') { config = { key: config }; } else if (config === undefined) { // Pass the 'hasOwnProperty' checks config = {}; } this.state = state; this.status = Phaser.State.Settings.PENDING; // Which part of this State is currently being processed? // preload, create, update, shutdown, etc this.op = Phaser.State.Settings.BOOT; this.key = (config.hasOwnProperty('key')) ? config.key : ''; this.active = (config.hasOwnProperty('active')) ? config.active : false; this.visible = (config.hasOwnProperty('visible')) ? config.visible : true; this.scaleMode = (config.hasOwnProperty('scaleMode')) ? config.scaleMode : Phaser.scaleModes.DEFAULT; this.fps = (config.hasOwnProperty('fps')) ? config.fps : 60; this.x = (config.hasOwnProperty('x')) ? config.x : 0; this.y = (config.hasOwnProperty('y')) ? config.y : 0; // -1 means the State Manager will set it to be the Game dimensions this.width = (config.hasOwnProperty('width')) ? config.width : -1; this.height = (config.hasOwnProperty('height')) ? config.height : -1; }; Phaser.State.Settings.PENDING = 0; Phaser.State.Settings.INSTALLED = 1; Phaser.State.Settings.BOOT = 0; Phaser.State.Settings.INIT = 1; Phaser.State.Settings.PRELOAD = 2; Phaser.State.Settings.CREATE = 3; Phaser.State.Settings.UPDATE = 4; Phaser.State.Settings.RENDER = 5; Phaser.State.Settings.SHUTDOWN = 6; Phaser.State.Settings.prototype.constructor = Phaser.State.Settings;