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<div id="main">
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<h1 class="page-title">Source: core/State.js</h1>
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<section>
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<article>
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<pre class="sunlight-highlight-javascript linenums">/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2014 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* This is a base State class which can be extended if you are creating your own game.
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* It provides quick access to common functions such as the camera, cache, input, match, sound and more.
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*
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* @class Phaser.State
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* @constructor
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*/
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Phaser.State = function () {
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/**
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* @property {Phaser.Game} game - This is a reference to the currently running Game.
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*/
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this.game = null;
|
|
|
|
/**
|
|
* @property {Phaser.GameObjectFactory} add - A reference to the GameObjectFactory which can be used to add new objects to the World.
|
|
*/
|
|
this.add = null;
|
|
|
|
/**
|
|
* @property {Phaser.GameObjectCreator} make - A reference to the GameObjectCreator which can be used to make new objects.
|
|
*/
|
|
this.make = null;
|
|
|
|
/**
|
|
* @property {Phaser.Camera} camera - A handy reference to World.camera.
|
|
*/
|
|
this.camera = null;
|
|
|
|
/**
|
|
* @property {Phaser.Cache} cache - A reference to the game cache which contains any loaded or generated assets, such as images, sound and more.
|
|
*/
|
|
this.cache = null;
|
|
|
|
/**
|
|
* @property {Phaser.Input} input - A reference to the Input Manager.
|
|
*/
|
|
this.input = null;
|
|
|
|
/**
|
|
* @property {Phaser.Loader} load - A reference to the Loader, which you mostly use in the preload method of your state to load external assets.
|
|
*/
|
|
this.load = null;
|
|
|
|
/**
|
|
* @property {Phaser.Math} math - A reference to Math class with lots of helpful functions.
|
|
*/
|
|
this.math = null;
|
|
|
|
/**
|
|
* @property {Phaser.SoundManager} sound - A reference to the Sound Manager which can create, play and stop sounds, as well as adjust global volume.
|
|
*/
|
|
this.sound = null;
|
|
|
|
/**
|
|
* @property {Phaser.ScaleManager} scale - A reference to the Scale Manager which controls the way the game scales on different displays.
|
|
*/
|
|
this.scale = null;
|
|
|
|
/**
|
|
* @property {Phaser.Stage} stage - A reference to the Stage.
|
|
*/
|
|
this.stage = null;
|
|
|
|
/**
|
|
* @property {Phaser.Time} time - A reference to the game clock and timed events system.
|
|
*/
|
|
this.time = null;
|
|
|
|
/**
|
|
* @property {Phaser.TweenManager} tweens - A reference to the tween manager.
|
|
*/
|
|
this.tweens = null;
|
|
|
|
/**
|
|
* @property {Phaser.World} world - A reference to the game world. All objects live in the Game World and its size is not bound by the display resolution.
|
|
*/
|
|
this.world = null;
|
|
|
|
/**
|
|
* @property {Phaser.Particles} particles - The Particle Manager. It is called during the core gameloop and updates any Particle Emitters it has created.
|
|
*/
|
|
this.particles = null;
|
|
|
|
/**
|
|
* @property {Phaser.Physics} physics - A reference to the physics manager which looks after the different physics systems available within Phaser.
|
|
*/
|
|
this.physics = null;
|
|
|
|
/**
|
|
* @property {Phaser.RandomDataGenerator} rnd - A reference to the seeded and repeatable random data generator.
|
|
*/
|
|
this.rnd = null;
|
|
|
|
};
|
|
|
|
Phaser.State.prototype = {
|
|
|
|
/**
|
|
* 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.
|
|
*
|
|
* @method Phaser.State#preload
|
|
*/
|
|
preload: function () {
|
|
},
|
|
|
|
/**
|
|
* loadUpdate is called during the Loader process. This only happens if you've set one or more assets to load in the preload method.
|
|
*
|
|
* @method Phaser.State#loadUpdate
|
|
*/
|
|
loadUpdate: function () {
|
|
},
|
|
|
|
/**
|
|
* 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.
|
|
*
|
|
* @method Phaser.State#loadRender
|
|
*/
|
|
loadRender: function () {
|
|
},
|
|
|
|
/**
|
|
* 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.
|
|
*
|
|
* @method Phaser.State#create
|
|
*/
|
|
create: function () {
|
|
},
|
|
|
|
/**
|
|
* 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.
|
|
*
|
|
* @method Phaser.State#update
|
|
*/
|
|
update: function () {
|
|
},
|
|
|
|
/**
|
|
* 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.
|
|
*
|
|
* @method Phaser.State#render
|
|
*/
|
|
render: function () {
|
|
},
|
|
|
|
/**
|
|
* This method will be called if the core game loop is paused.
|
|
*
|
|
* @method Phaser.State#paused
|
|
*/
|
|
paused: function () {
|
|
},
|
|
|
|
/**
|
|
* pauseUpdate is called while the game is paused instead of preUpdate, update and postUpdate.
|
|
*
|
|
* @method Phaser.State#pauseUpdate
|
|
*/
|
|
pauseUpdate: function () {
|
|
},
|
|
|
|
/**
|
|
* This method will be called when the State is shutdown (i.e. you switch to another state from this one).
|
|
*
|
|
* @method Phaser.State#shutdown
|
|
*/
|
|
shutdown: function () {
|
|
}
|
|
|
|
};
|
|
|
|
Phaser.State.prototype.constructor = Phaser.State;
|
|
</pre>
|
|
</article>
|
|
</section>
|
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</div>
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|
|
<div class="clearfix"></div>
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|
<footer>
|
|
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|
|
|
<span class="copyright">
|
|
Phaser Copyright © 2012-2014 Photon Storm Ltd.
|
|
</span>
|
|
<br />
|
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|
|
<span class="jsdoc-message">
|
|
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
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on Fri Jul 18 2014 12:36:37 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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</span>
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</footer>
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