State#preRender()

preRender() The preRender method is called after all Game Objects have been updated, but before any rendering takes place. Source code: core/State.js (Line 171)

State#render()

render() 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 anyfinal post-processing style effects here. Note that this happens before plugins postRender takes place. Source code: core/State.js (Line 179)

State#resize()

resize() 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. Source code: core/State.js (Line 189)

State#resumed()

resumed() This method will be called when the core game loop resumes from a paused state. Source code: core/State.js (Line 205)

State#rnd

rnd : Phaser.RandomDataGenerator A reference to the seeded and repeatable random data generator. Source code: core/State.js (Line 109)

State#scale

scale : Phaser.ScaleManager A reference to the Scale Manager which controls the way the game scales on different displays. Source code: core/State.js (Line 69)

State#shutdown()

shutdown() This method will be called when the State is shutdown (i.e. you switch to another state from this one). Source code: core/State.js (Line 221)

State#sound

sound : Phaser.SoundManager A reference to the Sound Manager which can create, play and stop sounds, as well as adjust global volume. Source code: core/State.js (Line 64)

State#stage

stage : Phaser.Stage A reference to the Stage. Source code: core/State.js (Line 74)

State#State

new State() 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. Source code: core/State.js (Line 14)