StateManager#onInitCallback
  • References/Game Development/Phaser/Game States/StateManager

onInitCallback : Function This is called when the state is set as the active state. Source

2025-01-10 15:47:30
State#resize()
  • References/Game Development/Phaser/Game States/State

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

2025-01-10 15:47:30
State#rnd
  • References/Game Development/Phaser/Game States/State

rnd : Phaser.RandomDataGenerator

2025-01-10 15:47:30
StateManager#created
  • References/Game Development/Phaser/Game States/StateManager

[readonly] created : boolean True if the current state has had its create method

2025-01-10 15:47:30
StateManager#onPreRenderCallback
  • References/Game Development/Phaser/Game States/StateManager

onPreRenderCallback : Function This is called before the state is rendered and before the stage is cleared but after all game objects

2025-01-10 15:47:30
State#make
  • References/Game Development/Phaser/Game States/State

make : Phaser.GameObjectCreator

2025-01-10 15:47:30
StateManager#states
  • References/Game Development/Phaser/Game States/StateManager

states : Object The object containing Phaser.States. Source code:

2025-01-10 15:47:30
State#render()
  • References/Game Development/Phaser/Game States/State

render() Nearly all display objects in Phaser render automatically, you don't need to tell them to render.However the render method

2025-01-10 15:47:30
StateManager#checkState()
  • References/Game Development/Phaser/Game States/StateManager

checkState(key) → {boolean} Checks if a given phaser state is valid. A State is considered valid

2025-01-10 15:47:30
State#create()
  • References/Game Development/Phaser/Game States/State

create() create is called once preload has completed, this includes the loading of any assets from the Loader.If you don't have

2025-01-10 15:47:30