State#particles

particles : Phaser.Particles The Particle Manager. It is called during the core gameloop and updates any Particle Emitters it has created. Source code: core/State.js (Line 99)

State#math

math : Phaser.Math A reference to Math class with lots of helpful functions. Source code: core/State.js (Line 59)

State#make

make : Phaser.GameObjectCreator A reference to the GameObjectCreator which can be used to make new objects. Source code: core/State.js (Line 34)

State#loadUpdate()

loadUpdate() loadUpdate is called during the Loader process. This only happens if you've set one or more assets to load in the preload method. Source code: core/State.js (Line 135)

State#loadRender()

loadRender() loadRender is called during the Loader process. This only happens if you've set one or more assets to load in the preload method.The difference between loadRender and render is that any objects you render in this method you must be sure their assets exist. Source code: core/State.js (Line 143)

State#load

load : Phaser.Loader A reference to the Loader, which you mostly use in the preload method of your state to load external assets. Source code: core/State.js (Line 54)

State#key

key : string The string based identifier given to the State when added into the State Manager. Source code: core/State.js (Line 24)

State#input

input : Phaser.Input A reference to the Input Manager. Source code: core/State.js (Line 49)

State#init()

init() init is the very first function called when your State starts up. It's called before preload, create or anything else.If you need to route the game away to another State you could do so here, or if you need to prepare a set of variablesor objects before the preloading starts. Source code: core/State.js (Line 115)

State#game

game : Phaser.Game This is a reference to the currently running Game. Source code: core/State.js (Line 19)