StateManager#onRenderCallback

onRenderCallback : Function This is called post-render. It doesn't happen during preload (see onLoadRenderCallback). Source code: core/StateManager.js (Line 112)

StateManager#onResizeCallback

onResizeCallback : Function This is called if ScaleManager.scalemode is RESIZE and a resize event occurs. It's passed the new width and height. Source code: core/StateManager.js (Line 118)

StateManager#onResumedCallback

onResumedCallback : Function This is called when the game is resumed from a paused state. Source code: core/StateManager.js (Line 148)

StateManager#onShutDownCallback

onShutDownCallback : Function This is called when the state is shut down (i.e. swapped to another state). Source code: core/StateManager.js (Line 160)

StateManager#onStateChange

onStateChange : Phaser.Signal onStateChange is a Phaser.Signal that is dispatched whenever the game changes state. It is dispatched only when the new state is started, which isn't usually at the same time as StateManager.startis called because state swapping is done in sync with the game loop. It is dispatched before any of the new statesmethods (such as preload and create) are called, and after the previous states shutdown method has been run. The callback you specify is sent two parameters:

StateManager#onUpdateCallback

onUpdateCallback : Function This is called when the state is updated, every game loop. It doesn't happen during preload (@see onLoadUpdateCallback). Source code: core/StateManager.js (Line 106)

StateManager#preUpdate()

preUpdate() preUpdate is called right at the start of the game loop. It is responsible for changing to a new state that was requested previously. Source code: core/StateManager.js (Line 324)

StateManager#remove()

remove(key) Delete the given state. Parameters Name Type Description key string A unique key you use to reference this state, i.e. "MainMenu", "Level1". Source code: core/StateManager.js (Line 231)

StateManager#restart()

restart(clearWorld, clearCache, parameter) Restarts the current State. State.shutDown will be called (if it exists) before the State is restarted. Parameters Name Type Argument Default Description clearWorld boolean <optional> true Clear everything in the world? This clears the World display list fully (but not the Stage, so if you've added your own objects to the Stage they will need managing directly) clearCache boolean <optional> false Clear the Game.Cache? This purg

StateManager#start()

start(key, clearWorld, clearCache, parameter) Start the given State. If a State is already running then State.shutDown will be called (if it exists) before switching to the new State. Parameters Name Type Argument Default Description key string The key of the state you want to start. clearWorld boolean <optional> true Clear everything in the world? This clears the World display list fully (but not the Stage, so if you've added your own objects to the Stage they will need man