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

physics : Phaser.Physics A reference to the physics

2025-01-10 15:47:30
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.

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

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

2025-01-10 15:47:30
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

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

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

2025-01-10 15:47:30
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

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

game : Phaser.Game This is a reference to the currently running

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

onRenderCallback : Function This is called post-render. It doesn't happen during preload (see onLoadRenderCallback).

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

remove(key) Delete the given state. Parameters Name

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

getCurrentState() → {Phaser.State}

2025-01-10 15:47:30