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

camera : Phaser.Camera A handy reference to World.camera

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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

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

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

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

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

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

add : Phaser.GameObjectFactory

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StateManager#start()
  • References/Game Development/Phaser/Game States/StateManager

start(key, clearWorld, clearCache, parameter) Start the given State. If

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

current : string The current active State object. Source code:

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State#preload()
  • References/Game Development/Phaser/Game States/State

preload() preload is called first. Normally you'd use this to load your game assets (or those needed for the current State)You

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

onUpdateCallback : Function This is called when the state is updated, every game loop. It doesn't happen during preload (@see

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