phaser/Phaser/State.js

76 lines
2.2 KiB
JavaScript

/// <reference path="_definitions.ts" />
/**
* 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 <rich@photonstorm.com>
* @copyright 2013 Photon Storm Ltd.
* @license https://github.com/photonstorm/phaser/blob/master/license.txt MIT License
*/
var Phaser;
(function (Phaser) {
var State = (function () {
/**
* State constructor
* Create a new <code>State</code>.
*/
function State(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;
}
// Override these in your own States
/**
* Override this method to add some load operations.
* If you need to use the loader, you may need to use them here.
*/
State.prototype.init = 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)
*/
State.prototype.create = function () {
};
/**
* Put update logic here.
*/
State.prototype.update = function () {
};
/**
* Put render operations here.
*/
State.prototype.render = function () {
};
/**
* This method will be called when game paused.
*/
State.prototype.paused = function () {
};
/**
* This method will be called when the state is destroyed
*/
State.prototype.destroy = function () {
};
return State;
})();
Phaser.State = State;
})(Phaser || (Phaser = {}));