State#time

time : Phaser.Time A reference to the game clock and timed events system. Source code: core/State.js (Line 84)

State#tweens

tweens : Phaser.TweenManager A reference to the tween manager. Source code: core/State.js (Line 89)

State#update()

update() 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. Source code: core/State.js (Line 161)

State#world

world : Phaser.World A reference to the game world. All objects live in the Game World and its size is not bound by the display resolution. Source code: core/State.js (Line 94)

StateManager#add()

add(key, state, autoStart) Adds a new State into the StateManager. You must give each State a unique key by which you'll identify it.The State can be either a Phaser.State object (or an object that extends it), a plain JavaScript object or a function.If a function is given a new state object will be created by calling it. Parameters Name Type Argument Default Description key string A unique key you use to reference this state, i.e. "MainMenu", "Level1". state Phaser.State | object | f

StateManager#checkState()

checkState(key) → {boolean} Checks if a given phaser state is valid. A State is considered valid if it has at least one of the core functions: preload, create, update or render. Parameters Name Type Description key string The key of the state you want to check. Returns boolean - true if the State has the required functions, otherwise false. Source code: core/StateManager.js (Line 423)

StateManager#clearCurrentState()

clearCurrentState() This method clears the current State, calling its shutdown callback. The process also removes any active tweens,resets the camera, resets input, clears physics, removes timers and if set clears the world and cache too. Source code: core/StateManager.js (Line 378)

StateManager#created

[readonly] created : boolean True if the current state has had its create method run (if it has one, if not this is true by default). Source code: core/StateManager.js (Line 774)

StateManager#current

current : string The current active State object. Source code: core/StateManager.js (Line 68)

StateManager#destroy()

destroy() Removes all StateManager callback references to the State object, nulls the game reference and clears the States object.You don't recover from this without rebuilding the Phaser instance again. Source code: core/StateManager.js (Line 736)