onStateChange : Phaser.Signal onStateChange is a Phaser
preUpdate() preUpdate is called right at the start of the game loop. It is responsible for changing to a new state that was requested
onCreateCallback : Function This is called when the state preload has finished and creation begins.
add(key, state, autoStart) Adds a new State into the StateManager. You must give each State a unique key
onPauseUpdateCallback : Function This is called every frame while the game is paused.
new StateManager(game, pendingState) The State Manager is responsible for loading, setting up and switching
destroy() Removes all StateManager callback references to the State object, nulls the game reference and clears the States object.
restart(clearWorld, clearCache, parameter) Restarts the current State. State
onPreloadCallback : Function This is called when the state starts to load assets. Source
remove(key) Delete the given state. Parameters Name
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