State#load
  • References/Game Development/Phaser/Game States/State

load : Phaser.Loader A reference to the Loader, which

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

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

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

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

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

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State#make
  • References/Game Development/Phaser/Game States/State

make : Phaser.GameObjectCreator

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State#State
  • References/Game Development/Phaser/Game States/State

new State() This is a base State class which can be extended if you are creating your own game.It provides quick access to common

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State#particles
  • References/Game Development/Phaser/Game States/State

particles : Phaser.Particles The Particle

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State#rnd
  • References/Game Development/Phaser/Game States/State

rnd : Phaser.RandomDataGenerator

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