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

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

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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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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

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

states : Object The object containing Phaser.States. 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

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

onStateChange : Phaser.Signal onStateChange is a Phaser

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

sound : Phaser.SoundManager A reference

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

onResizeCallback : Function This is called if ScaleManager.scalemode is RESIZE and a resize event occurs. It's passed the new width

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

onLoadUpdateCallback : Function This is called when the State is updated during the preload phase.

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