phaser/docs/Phaser.Stage.html
photonstorm 5b73bb21bb Sprite would glitch if it had an ArcadePhysics Body that was re-positioned out of loop.
Sprite would "fly off" if it had an ArcadePhysics Body that was re-positioned during an input handler.
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2014-03-28 01:42:49 +00:00

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HTML

<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>Phaser Class: Stage</title>
<!--[if lt IE 9]>
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
<![endif]-->
<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">
<link type="text/css" rel="stylesheet" href="styles/site.cerulean.css">
</head>
<body>
<div class="container-fluid">
<div class="navbar navbar-fixed-top navbar-inverse">
<div class="navbar-inner">
<a class="brand" href="index.html">Phaser</a>
<ul class="nav">
<li class="dropdown">
<a href="namespaces.list.html" class="dropdown-toggle" data-toggle="dropdown">Namespaces<b
class="caret"></b></a>
<ul class="dropdown-menu ">
<li>
<a href="Phaser.html">Phaser</a>
</li>
</ul>
</li>
<li class="dropdown">
<a href="classes.list.html" class="dropdown-toggle" data-toggle="dropdown">Classes<b
class="caret"></b></a>
<ul class="dropdown-menu ">
<li>
<a href="Phaser.Animation.html">Animation</a>
</li>
<li>
<a href="Phaser.AnimationManager.html">AnimationManager</a>
</li>
<li>
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li>
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li>
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
<li>
<a href="Phaser.Button.html">Button</a>
</li>
<li>
<a href="Phaser.Cache.html">Cache</a>
</li>
<li>
<a href="Phaser.Camera.html">Camera</a>
</li>
<li>
<a href="Phaser.Canvas.html">Canvas</a>
</li>
<li>
<a href="Phaser.Circle.html">Circle</a>
</li>
<li>
<a href="Phaser.Color.html">Color</a>
</li>
<li>
<a href="Phaser.Device.html">Device</a>
</li>
<li>
<a href="Phaser.Easing.html">Easing</a>
</li>
<li>
<a href="Phaser.Easing.Back.html">Back</a>
</li>
<li>
<a href="Phaser.Easing.Bounce.html">Bounce</a>
</li>
<li>
<a href="Phaser.Easing.Circular.html">Circular</a>
</li>
<li>
<a href="Phaser.Easing.Cubic.html">Cubic</a>
</li>
<li>
<a href="Phaser.Easing.Elastic.html">Elastic</a>
</li>
<li>
<a href="Phaser.Easing.Exponential.html">Exponential</a>
</li>
<li>
<a href="Phaser.Easing.Linear.html">Linear</a>
</li>
<li>
<a href="Phaser.Easing.Quadratic.html">Quadratic</a>
</li>
<li>
<a href="Phaser.Easing.Quartic.html">Quartic</a>
</li>
<li>
<a href="Phaser.Easing.Quintic.html">Quintic</a>
</li>
<li>
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li>
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li>
<a href="Phaser.Events.html">Events</a>
</li>
<li>
<a href="Phaser.Filter.html">Filter</a>
</li>
<li>
<a href="Phaser.Frame.html">Frame</a>
</li>
<li>
<a href="Phaser.FrameData.html">FrameData</a>
</li>
<li>
<a href="Phaser.Game.html">Game</a>
</li>
<li>
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li>
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
<li>
<a href="Phaser.Gamepad.html">Gamepad</a>
</li>
<li>
<a href="Phaser.GamepadButton.html">GamepadButton</a>
</li>
<li>
<a href="Phaser.Graphics.html">Graphics</a>
</li>
<li>
<a href="Phaser.Group.html">Group</a>
</li>
<li>
<a href="Phaser.Image.html">Image</a>
</li>
<li>
<a href="Phaser.Input.html">Input</a>
</li>
<li>
<a href="Phaser.InputHandler.html">InputHandler</a>
</li>
<li>
<a href="Phaser.Key.html">Key</a>
</li>
<li>
<a href="Phaser.Keyboard.html">Keyboard</a>
</li>
<li>
<a href="Phaser.Line.html">Line</a>
</li>
<li>
<a href="Phaser.LinkedList.html">LinkedList</a>
</li>
<li>
<a href="Phaser.Loader.html">Loader</a>
</li>
<li>
<a href="Phaser.LoaderParser.html">LoaderParser</a>
</li>
<li>
<a href="Phaser.Math.html">Math</a>
</li>
<li>
<a href="Phaser.Mouse.html">Mouse</a>
</li>
<li>
<a href="Phaser.MSPointer.html">MSPointer</a>
</li>
<li>
<a href="Phaser.Net.html">Net</a>
</li>
<li>
<a href="Phaser.Particles.html">Particles</a>
</li>
<li>
<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
</li>
<li>
<a href="Phaser.Physics.html">Physics</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li>
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.Ninja.html">Ninja</a>
</li>
<li>
<a href="Phaser.Physics.Ninja.AABB.html">AABB</a>
</li>
<li>
<a href="Phaser.Physics.Ninja.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.Ninja.Circle.html">Circle</a>
</li>
<li>
<a href="Phaser.Physics.Ninja.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Physics.P2.html">P2</a>
</li>
<li>
<a href="Phaser.Physics.P2.Body.html">Body</a>
</li>
<li>
<a href="Phaser.Physics.P2.BodyDebug.html">BodyDebug</a>
</li>
<li>
<a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a>
</li>
<li>
<a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a>
</li>
<li>
<a href="Phaser.Physics.P2.DistanceConstraint.html">DistanceConstraint</a>
</li>
<li>
<a href="Phaser.Physics.P2.GearConstraint.html">GearConstraint</a>
</li>
<li>
<a href="Phaser.Physics.P2.InversePointProxy.html">InversePointProxy</a>
</li>
<li>
<a href="Phaser.Physics.P2.LockConstraint.html">LockConstraint</a>
</li>
<li>
<a href="Phaser.Physics.P2.Material.html">Material</a>
</li>
<li>
<a href="Phaser.Physics.P2.PointProxy.html">PointProxy</a>
</li>
<li>
<a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a>
</li>
<li>
<a href="Phaser.Physics.P2.RevoluteConstraint.html">RevoluteConstraint</a>
</li>
<li>
<a href="Phaser.Physics.P2.Spring.html">Spring</a>
</li>
<li>
<a href="Phaser.Plugin.html">Plugin</a>
</li>
<li>
<a href="Phaser.PluginManager.html">PluginManager</a>
</li>
<li>
<a href="Phaser.Point.html">Point</a>
</li>
<li>
<a href="Phaser.Pointer.html">Pointer</a>
</li>
<li>
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li>
<a href="Phaser.QuadTree.html">QuadTree</a>
</li>
<li>
<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
</li>
<li>
<a href="Phaser.Rectangle.html">Rectangle</a>
</li>
<li>
<a href="Phaser.RenderTexture.html">RenderTexture</a>
</li>
<li>
<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
</li>
<li>
<a href="Phaser.RetroFont.html">RetroFont</a>
</li>
<li>
<a href="Phaser.ScaleManager.html">ScaleManager</a>
</li>
<li>
<a href="Phaser.Signal.html">Signal</a>
</li>
<li>
<a href="Phaser.SinglePad.html">SinglePad</a>
</li>
<li>
<a href="Phaser.Sound.html">Sound</a>
</li>
<li>
<a href="Phaser.SoundManager.html">SoundManager</a>
</li>
<li>
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li>
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li>
<a href="Phaser.Stage.html">Stage</a>
</li>
<li>
<a href="Phaser.State.html">State</a>
</li>
<li>
<a href="Phaser.StateManager.html">StateManager</a>
</li>
<li>
<a href="Phaser.Text.html">Text</a>
</li>
<li>
<a href="Phaser.Tile.html">Tile</a>
</li>
<li>
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li>
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li>
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li>
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li>
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
<li>
<a href="Phaser.Time.html">Time</a>
</li>
<li>
<a href="Phaser.Timer.html">Timer</a>
</li>
<li>
<a href="Phaser.TimerEvent.html">TimerEvent</a>
</li>
<li>
<a href="Phaser.Touch.html">Touch</a>
</li>
<li>
<a href="Phaser.Tween.html">Tween</a>
</li>
<li>
<a href="Phaser.TweenManager.html">TweenManager</a>
</li>
<li>
<a href="Phaser.Utils.html">Utils</a>
</li>
<li>
<a href="Phaser.Utils.Debug.html">Debug</a>
</li>
<li>
<a href="Phaser.World.html">World</a>
</li>
<li>
<a href="SignalBinding.html">SignalBinding</a>
</li>
</ul>
</li>
</ul>
</div>
</div>
<div class="row-fluid">
<div class="span8">
<div id="main">
<h1 class="page-title">Class: Stage</h1>
<section>
<header>
<h2>
<span class="ancestors"><a href="Phaser.html">Phaser</a>.</span>
Stage
</h2>
<div class="class-description"><p>Phaser.Stage</p></div>
</header>
<article>
<div class="container-overview">
<dt>
<h4 class="name" id="Stage"><span class="type-signature"></span>new Stage<span class="signature">(game, width, height)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>The Stage controls the canvas on which everything is displayed. It handles display within the browser,
focus handling, game resizing, scaling and the pause, boot and orientation screens.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>game</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Game.html">Phaser.Game</a></span>
</td>
<td class="description last"><p>Game reference to the currently running game.</p></td>
</tr>
<tr>
<td class="name"><code>width</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>Width of the canvas element.</p></td>
</tr>
<tr>
<td class="name"><code>height</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>Height of the canvas element.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Stage.js.html">core/Stage.js</a>, <a href="Stage.js.html#sunlight-1-line-18">line 18</a>
</li></ul></dd>
</dl>
</dd>
</div>
<h3 class="subsection-title">Extends</h3>
<ul>
<li>PIXI.Stage</li>
</ul>
<h3 class="subsection-title">Members</h3>
<dl>
<dt>
<h4 class="name" id="backgroundColor"><span class="type-signature"></span>backgroundColor<span class="type-signature"></span></h4>
</dt>
<dd>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>backgroundColor</code></td>
<td class="type">
<span class="param-type">number</span>
|
<span class="param-type">string</span>
</td>
<td class="description last"><p>Gets and sets the background color of the stage. The color can be given as a number: 0xff0000 or a hex string: '#ff0000'</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Stage.js.html">core/Stage.js</a>, <a href="Stage.js.html#sunlight-1-line-351">line 351</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="checkOffsetInterval"><span class="type-signature"></span>checkOffsetInterval<span class="type-signature"></span></h4>
</dt>
<dd>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>checkOffsetInterval</code></td>
<td class="type">
<span class="param-type">number</span>
|
<span class="param-type">false</span>
</td>
<td class="description last"><p>The time (in ms) between which the stage should check to see if it has moved.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>2500</li></ul></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Stage.js.html">core/Stage.js</a>, <a href="Stage.js.html#sunlight-1-line-50">line 50</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="currentRenderOrderID"><span class="type-signature"></span>currentRenderOrderID<span class="type-signature"></span></h4>
</dt>
<dd>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>currentRenderOrderID</code></td>
<td class="type">
<span class="param-type">number</span>
</td>
<td class="description last"><p>Reset each frame, keeps a count of the total number of objects updated.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Stage.js.html">core/Stage.js</a>, <a href="Stage.js.html#sunlight-1-line-61">line 61</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="disableVisibilityChange"><span class="type-signature"></span>disableVisibilityChange<span class="type-signature"></span></h4>
</dt>
<dd>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>disableVisibilityChange</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="description last"><p>By default if the browser tab loses focus the game will pause. You can stop that behaviour by setting this property to true.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>false</li></ul></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Stage.js.html">core/Stage.js</a>, <a href="Stage.js.html#sunlight-1-line-44">line 44</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="exists"><span class="type-signature"></span>exists<span class="type-signature"></span></h4>
</dt>
<dd>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>exists</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="description last"><p>If exists is true the Stage and all children are updated, otherwise it is skipped.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>true</li></ul></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Stage.js.html">core/Stage.js</a>, <a href="Stage.js.html#sunlight-1-line-56">line 56</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="game"><span class="type-signature"></span>game<span class="type-signature"></span></h4>
</dt>
<dd>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>game</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Game.html">Phaser.Game</a></span>
</td>
<td class="description last"><p>A reference to the currently running Game.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Stage.js.html">core/Stage.js</a>, <a href="Stage.js.html#sunlight-1-line-23">line 23</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="name"><span class="type-signature"></span>name<span class="type-signature"></span></h4>
</dt>
<dd>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>name</code></td>
<td class="type">
<span class="param-type">string</span>
</td>
<td class="description last"><p>The name of this object.</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="tag-default">Default Value:</dt>
<dd class="tag-default"><ul class="dummy"><li>"_stage_root"</li></ul></dd>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Stage.js.html">core/Stage.js</a>, <a href="Stage.js.html#sunlight-1-line-36">line 36</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="offset"><span class="type-signature"></span>offset<span class="type-signature"></span></h4>
</dt>
<dd>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>offset</code></td>
<td class="type">
<span class="param-type"><a href="Phaser.Point.html">Phaser.Point</a></span>
</td>
<td class="description last"><p>Holds the offset coordinates of the Game.canvas from the top-left of the browser window (used by Input and other classes)</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Stage.js.html">core/Stage.js</a>, <a href="Stage.js.html#sunlight-1-line-28">line 28</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="setBackgroundColor"><span class="type-signature"></span>setBackgroundColor<span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Sets the background color for the stage.</p>
</div>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Stage.js.html">core/Stage.js</a>, <a href="Stage.js.html#sunlight-1-line-336">line 336</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="smoothed"><span class="type-signature"></span>smoothed<span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Enable or disable texture smoothing for all objects on this Stage. Only works for bitmap/image textures. Smoothing is enabled by default.</p>
</div>
<dl class="details">
<h5 class="subsection-title">Properties:</h5>
<dl>
<table class="props table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>smoothed</code></td>
<td class="type">
<span class="param-type">boolean</span>
</td>
<td class="description last"><p>Set to true to smooth all sprites rendered on this Stage, or false to disable smoothing (great for pixel art)</p></td>
</tr>
</tbody>
</table>
</dl>
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Stage.js.html">core/Stage.js</a>, <a href="Stage.js.html#sunlight-1-line-379">line 379</a>
</li></ul></dd>
</dl>
</dd>
</dl>
<h3 class="subsection-title">Methods</h3>
<dl>
<dt>
<h4 class="name" id="checkVisibility"><span class="type-signature"></span>checkVisibility<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Starts a page visibility event listener running, or window.blur/focus if not supported by the browser.</p>
</div>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Stage.js.html">core/Stage.js</a>, <a href="Stage.js.html#sunlight-1-line-258">line 258</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="parseConfig"><span class="type-signature">&lt;protected> </span>parseConfig<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>Parses a Game configuration object.</p>
</div>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Stage.js.html">core/Stage.js</a>, <a href="Stage.js.html#sunlight-1-line-181">line 181</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="postUpdate"><span class="type-signature"></span>postUpdate<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>This is called automatically before the renderer runs and after the plugins have updated.
In postUpdate this is where all the final physics calculatations and object positioning happens.
The objects are processed in the order of the display list.
The only exception to this is if the camera is following an object, in which case that is updated first.</p>
</div>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Stage.js.html">core/Stage.js</a>, <a href="Stage.js.html#sunlight-1-line-132">line 132</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="preUpdate"><span class="type-signature"></span>preUpdate<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>This is called automatically after the plugins preUpdate and before the State.update.
Most objects have preUpdate methods and it's where initial movement and positioning is done.</p>
</div>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Stage.js.html">core/Stage.js</a>, <a href="Stage.js.html#sunlight-1-line-96">line 96</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="update"><span class="type-signature"></span>update<span class="signature">()</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>This is called automatically after the State.update, but before particles or plugins update.</p>
</div>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Stage.js.html">core/Stage.js</a>, <a href="Stage.js.html#sunlight-1-line-116">line 116</a>
</li></ul></dd>
</dl>
</dd>
<dt>
<h4 class="name" id="visibilityChange"><span class="type-signature"></span>visibilityChange<span class="signature">(event)</span><span class="type-signature"></span></h4>
</dt>
<dd>
<div class="description">
<p>This method is called when the document visibility is changed.</p>
</div>
<h5>Parameters:</h5>
<table class="params table table-striped">
<thead>
<tr>
<th>Name</th>
<th>Type</th>
<th class="last">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td class="name"><code>event</code></td>
<td class="type">
<span class="param-type">Event</span>
</td>
<td class="description last"><p>Its type will be used to decide whether the game should be paused or not.</p></td>
</tr>
</tbody>
</table>
<dl class="details">
<dt class="tag-source">Source:</dt>
<dd class="tag-source"><ul class="dummy"><li>
<a href="Stage.js.html">core/Stage.js</a>, <a href="Stage.js.html#sunlight-1-line-299">line 299</a>
</li></ul></dd>
</dl>
</dd>
</dl>
</article>
</section>
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