/** * State * * This is a base State class which can be extended if you are creating your game with TypeScript. * It provides quick access to common functions such as the camera, cache, input, match, sound and more. * * @package Phaser.State * @author Richard Davey * @copyright 2013 Photon Storm Ltd. * @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License */ Phaser.State = function () { this.game = null; this.add = null; this.camera = null; this.cache = null; this.input = null; this.load = null; // this.math = null; this.sound = null; this.stage = null; this.time = null; this.tweens = null; this.world = null; this.particles = null; this.physics = null; }; Phaser.State.prototype = { link: function (game) { this.game = game; this.add = game.add; this.camera = game.camera; this.cache = game.cache; this.input = game.input; this.load = game.load; // this.math = game.math; this.sound = game.sound; this.stage = game.stage; this.time = game.time; this.tweens = game.tweens; this.world = game.world; this.particles = game.particles; this.physics = game.physics; }, /** * Override this method to add some load operations. * If you need to use the loader, you may need to use them here. */ preload: function () { }, /** * This method is called after the game engine successfully switches states. * Feel free to add any setup code here.(Do not load anything here, override init() instead) */ create: function () { }, /** * Put update logic here. */ update: function () { }, /** * Put render operations here. */ render: function () { }, /** * This method will be called when game paused. */ paused: function () { }, /** * This method will be called when the state is destroyed */ destroy: function () { } };