Stage#visibilityChange()

visibilityChange(event) This method is called when the document visibility is changed. Parameters Name Type Description event Event Its type will be used to decide whether the game should be paused or not. Source code: core/Stage.js (Line 281)

Stage#width

width : number The width of the displayObjectContainer, setting this will actually modify the scale to achieve the value set Inherited From PIXI.DisplayObjectContainer#width Source code: pixi/display/DisplayObjectContainer.js (Line 571)

State#add

add : Phaser.GameObjectFactory A reference to the GameObjectFactory which can be used to add new objects to the World. Source code: core/State.js (Line 29)

State#cache

cache : Phaser.Cache A reference to the game cache which contains any loaded or generated assets, such as images, sound and more. Source code: core/State.js (Line 44)

State#camera

camera : Phaser.Camera A handy reference to World.camera. Source code: core/State.js (Line 39)

State#create()

create() 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. Source code: core/State.js (Line 152)

State#game

game : Phaser.Game This is a reference to the currently running Game. Source code: core/State.js (Line 19)

State#init()

init() 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 variablesor objects before the preloading starts. Source code: core/State.js (Line 115)

State#input

input : Phaser.Input A reference to the Input Manager. Source code: core/State.js (Line 49)

State#key

key : string The string based identifier given to the State when added into the State Manager. Source code: core/State.js (Line 24)