import Game from '../boot/Game'; export default class StateManager { private _pending; private _start; active: any; keys: any; game: Game; states: any; /** * The State Manager is responsible for loading, setting up and switching game states. * * @class Phaser.StateManager * @constructor * @param {Phaser.Game} game - A reference to the currently running game. */ constructor(game: Game, stateConfig: any); /** * The Boot handler is called by Phaser.Game when it first starts up. * The renderer is available by now. * * @method Phaser.StateManager#boot * @private */ boot(): void; getKey(key: any, stateConfig: any): any; /** * 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. * * @method Phaser.StateManager#add * @param {string} key - A unique key you use to reference this state, i.e. "MainMenu", "Level1". * @param {Phaser.State|object|function} state - The state you want to switch to. * @param {boolean} [autoStart=false] - If true the State will be started immediately after adding it. */ add(key: any, stateConfig: any, autoStart: any): any; createStateFromInstance(key: any, newState: any): any; createStateFromObject(key: any, stateConfig: any): any; createStateFromFunction(key: any, state: any): any; setupCallbacks(newState: any, stateConfig?: any): any; createStateFrameBuffer(newState: any): void; getState(key: any): any; getStateIndex(state: any): any; getActiveStateIndex(state: any): any; isActive(key: any): boolean; start(key: any): void; loadComplete(event: any): void; startCreate(state: any): void; pause(key: any): void; sortStates(stateA: any, stateB: any): 0 | 1 | -1; step(timestamp: any): void; renderChildren(renderer: any, state: any, interpolationPercentage: any): void; }