State#pauseUpdate()

pauseUpdate() pauseUpdate is called while the game is paused instead of preUpdate, update and postUpdate. Source code: core/State.js (Line 213)

State#paused()

paused() This method will be called if the core game loop is paused. Source code: core/State.js (Line 197)

State#particles

particles : Phaser.Particles The Particle Manager. It is called during the core gameloop and updates any Particle Emitters it has created. Source code: core/State.js (Line 99)

State#math

math : Phaser.Math A reference to Math class with lots of helpful functions. Source code: core/State.js (Line 59)

State#make

make : Phaser.GameObjectCreator A reference to the GameObjectCreator which can be used to make new objects. Source code: core/State.js (Line 34)

State#loadUpdate()

loadUpdate() loadUpdate is called during the Loader process. This only happens if you've set one or more assets to load in the preload method. Source code: core/State.js (Line 135)

State#loadRender()

loadRender() loadRender is called during the Loader process. This only happens if you've set one or more assets to load in the preload method.The difference between loadRender and render is that any objects you render in this method you must be sure their assets exist. Source code: core/State.js (Line 143)

State#load

load : Phaser.Loader A reference to the Loader, which you mostly use in the preload method of your state to load external assets. Source code: core/State.js (Line 54)

State#key

key : string The string based identifier given to the State when added into the State Manager. Source code: core/State.js (Line 24)

State#input

input : Phaser.Input A reference to the Input Manager. Source code: core/State.js (Line 49)