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

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

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

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

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