StateManager#onUpdateCallback

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#onPauseUpdateCallback

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

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StateManager#destroy()

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

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StateManager#add()

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

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StateManager#StateManager

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

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StateManager#preUpdate()

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#onCreateCallback

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

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StateManager#onPausedCallback

onPausedCallback : Function This is called when the game is paused. Source

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StateManager#remove()

remove(key) Delete the given state. Parameters Name

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StateManager#onRenderCallback

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

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