This is a base State class which can be extended if you are creating your own game.
It provides quick access to common functions such as the camera, cache, input, match, sound and more.
A reference to the GameObjectFactory which can be used to add new objects to the World.
A reference to the game cache which contains any loaded or generated assets, such as images, sound and more.
A handy reference to World.camera.
This is a reference to the currently running Game.
A reference to the Input Manager.
The string based identifier given to the State when added into the State Manager.
A reference to the Loader, which you mostly use in the preload method of your state to load external assets.
A reference to the GameObjectCreator which can be used to make new objects.
A reference to Math class with lots of helpful functions.
The Particle Manager. It is called during the core gameloop and updates any Particle Emitters it has created.
A reference to the physics manager which looks after the different physics systems available within Phaser.
A reference to the seeded and repeatable random data generator.
A reference to the Scale Manager which controls the way the game scales on different displays.
A reference to the Sound Manager which can create, play and stop sounds, as well as adjust global volume.
A reference to the Stage.
| ||Phaser.StateManager|| |
A reference to the State Manager, which controls state changes.
A reference to the game clock and timed events system.
A reference to the tween manager.
A reference to the game world. All objects live in the Game World and its size is not bound by the display resolution.
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.
init is the very first function called when your State starts up. It's called before preload, create or anything else.
If you need to route the game away to another State you could do so here, or if you need to prepare a set of variables
or objects before the preloading starts.
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.
loadUpdate is called during the Loader process. This only happens if you've set one or more assets to load in the preload method.
This method will be called if the core game loop is paused.
pauseUpdate is called while the game is paused instead of preUpdate, update and postUpdate.
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.
The preRender method is called after all Game Objects have been updated, but before any rendering takes place.
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.
If your game is set to Scalemode RESIZE then each time the browser resizes it will call this function, passing in the new width and height.
This method will be called when the core game loop resumes from a paused state.
This method will be called when the State is shutdown (i.e. you switch to another state from this one).
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.
It is called BEFORE Stage, Tweens, Sounds, Input, Physics, Particles and Plugins have had their postUpdate methods called.
© 2016 Richard Davey, Photon Storm Ltd.
Licensed under the MIT License.