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432 lines
8.8 KiB
HTML
432 lines
8.8 KiB
HTML
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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 2013 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 - A reference to the currently running Game.
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*/
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this.game = null;
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/**
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* @property {Phaser.GameObjectFactory} add - Reference to the GameObjectFactory.
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* @default
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*/
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this.add = null;
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/**
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* @property {Phaser.Physics.PhysicsManager} camera - A handy reference to world.camera.
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* @default
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*/
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this.camera = null;
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/**
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* @property {Phaser.Cache} cache - Reference to the assets cache.
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* @default
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*/
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this.cache = null;
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/**
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* @property {Phaser.Input} input - Reference to the input manager
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* @default
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*/
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this.input = null;
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/**
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* @property {Phaser.Loader} load - Reference to the assets loader.
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* @default
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*/
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this.load = null;
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/**
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* @property {Phaser.GameMath} math - Reference to the math helper.
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* @default
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*/
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this.math = null;
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/**
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* @property {Phaser.SoundManager} sound - Reference to the sound manager.
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* @default
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*/
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this.sound = null;
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/**
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* @property {Phaser.Stage} stage - Reference to the stage.
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* @default
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*/
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this.stage = null;
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/**
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* @property {Phaser.TimeManager} time - Reference to game clock.
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* @default
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*/
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this.time = null;
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/**
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* @property {Phaser.TweenManager} tweens - Reference to the tween manager.
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* @default
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*/
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this.tweens = null;
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/**
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* @property {Phaser.World} world - Reference to the world.
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* @default
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*/
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this.world = null;
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/**
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* @property {Description} add - Description.
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* @default
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*/
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this.particles = null;
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/**
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* @property {Phaser.Physics.PhysicsManager} physics - Reference to the physics manager.
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* @default
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*/
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this.physics = null;
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};
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Phaser.State.prototype = {
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/**
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* Override this method to add some load operations.
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* If you need to use the loader, you may need to use them here.
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*
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* @method Phaser.State#preload
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*/
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preload: function () {
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},
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/**
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* Put update logic here.
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*
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* @method Phaser.State#loadUpdate
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*/
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loadUpdate: function () {
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},
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/**
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* Put render operations here.
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*
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* @method Phaser.State#loadRender
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*/
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loadRender: function () {
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},
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/**
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* This method is called after the game engine successfully switches states.
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* Feel free to add any setup code here (do not load anything here, override preload() instead).
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*
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* @method Phaser.State#create
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*/
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create: function () {
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},
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/**
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* Put update logic here.
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*
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* @method Phaser.State#update
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*/
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update: function () {
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},
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/**
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* Put render operations here.
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*
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* @method Phaser.State#render
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*/
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render: function () {
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},
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/**
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* This method will be called when game paused.
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*
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* @method Phaser.State#paused
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*/
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paused: function () {
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},
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/**
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* This method will be called when the state is destroyed.
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* @method Phaser.State#destroy
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*/
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destroy: function () {
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}
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};
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</pre>
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</article>
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</section>
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Phaser Copyright © 2012-2013 Photon Storm Ltd.
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<br />
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
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