StateManager#onLoadUpdateCallback

onLoadUpdateCallback : Function This is called when the State is updated during the preload phase. Source code: core/StateManager.js (Line 130)

StateManager#onLoadRenderCallback

onLoadRenderCallback : Function This is called when the State is rendered during the preload phase. Source code: core/StateManager.js (Line 136)

StateManager#onInitCallback

onInitCallback : Function This is called when the state is set as the active state. Source code: core/StateManager.js (Line 88)

StateManager#onCreateCallback

onCreateCallback : Function This is called when the state preload has finished and creation begins. Source code: core/StateManager.js (Line 100)

StateManager#getCurrentState()

getCurrentState() → {Phaser.State} Gets the current State. Returns Phaser.State - Source code: core/StateManager.js (Line 569)

StateManager#game

game : Phaser.Game A reference to the currently running game. Source code: core/StateManager.js (Line 22)

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)

StateManager#current

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

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#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)