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#rnd

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

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#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#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#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#preload()

preload() preload is called first. Normally you'd use this to load your game assets (or those needed for the current State)You shouldn't create any objects in this method that require assets that you're also loading in this method, asthey won't yet be available. Source code: core/State.js (Line 125)

State#physics

physics : Phaser.Physics A reference to the physics manager which looks after the different physics systems available within Phaser. Source code: core/State.js (Line 104)

State#pauseUpdate()

pauseUpdate() pauseUpdate is called while the game is paused instead of preUpdate, update and postUpdate. Source code: core/State.js (Line 213)

State#paused()

paused() This method will be called if the core game loop is paused. Source code: core/State.js (Line 197)