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

cache : Phaser.Cache A reference to the game cache which

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

stage : Phaser.Stage A reference to the Stage.

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

destroy() Removes all StateManager callback references to the State object, nulls the game reference and clears the States object.

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

preUpdate() preUpdate is called right at the start of the game loop. It is responsible for changing to a new state that was requested

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

onPauseUpdateCallback : Function This is called every frame while the game is paused.

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

init() init is the very first function called when your State starts up. It's called before preload, create or anything else.If

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

onPreloadCallback : Function This is called when the state starts to load assets. Source

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

getCurrentState() → {Phaser.State}

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

time : Phaser.Time A reference to the game clock and timed

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

restart(clearWorld, clearCache, parameter) Restarts the current State. State

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