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

onInitCallback : Function This is called when the state is set as the active state. Source

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

states : Object The object containing Phaser.States. Source code:

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

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

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

onStateChange : Phaser.Signal onStateChange is a Phaser

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