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

add : Phaser.GameObjectFactory

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

scale : Phaser.ScaleManager A reference

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

shutdown() This method will be called when the State is shutdown (i.e. you switch to another state from this one).

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

new StateManager(game, pendingState) The State Manager is responsible for loading, setting up and switching

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

add(key, state, autoStart) Adds a new State into the StateManager. You must give each State a unique key

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

onCreateCallback : Function This is called when the state preload has finished and creation begins.

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

physics : Phaser.Physics A reference to the physics

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