new StateManager(game, pendingState)
The State Manager is responsible for loading, setting up and switching game states.
Parameters:
| Name | Type | Argument | Default | Description |
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game |
Phaser.Game | A reference to the currently running game. |
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pendingState |
Phaser.State | Object |
<optional> |
null | A State object to seed the manager with. |
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Members
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current
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Properties:
Name Type Description currentstring The current active State object (defaults to null).
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game
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Properties:
Name Type Description gamePhaser.Game A reference to the currently running game.
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onCreateCallback
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Properties:
Name Type Description onCreateCallbackfunction This will be called when create states (setup states...).
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onInitCallback
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Properties:
Name Type Description onInitCallbackfunction This will be called when the state is started (i.e. set as the current active state).
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onLoadRenderCallback
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Properties:
Name Type Description onLoadRenderCallbackfunction This will be called when the State is rendered but only during the load process.
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onLoadUpdateCallback
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Properties:
Name Type Description onLoadUpdateCallbackfunction This will be called when the State is updated but only during the load process.
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onPausedCallback
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Properties:
Name Type Description onPausedCallbackfunction This will be called when the state is paused.
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onPreloadCallback
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Properties:
Name Type Description onPreloadCallbackfunction This will be called when init states (loading assets...).
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onPreRenderCallback
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Properties:
Name Type Description onPreRenderCallbackfunction This will be called before the State is rendered and before the stage is cleared.
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onRenderCallback
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Properties:
Name Type Description onRenderCallbackfunction This will be called when the State is rendered, this doesn't happen during load (see onLoadRenderCallback).
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onResumedCallback
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Properties:
Name Type Description onResumedCallbackfunction This will be called when the state is resumed from a paused state.
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onShutDownCallback
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Properties:
Name Type Description onShutDownCallbackfunction This will be called when the state is shut down (i.e. swapped to another state).
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onUpdateCallback
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Properties:
Name Type Description onUpdateCallbackfunction This will be called when State is updated, this doesn't happen during load (@see onLoadUpdateCallback).
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states
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Properties:
Name Type Description statesObject The object containing Phaser.States.
Methods
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add(key, state, autoStart)
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Add a new State.
Parameters:
Name Type Description keystring A unique key you use to reference this state, i.e. "MainMenu", "Level1".
stateState The state you want to switch to.
autoStartboolean Start the state immediately after creating it? (default true)
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checkState(key) → {boolean}
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Checks if a given phaser state is valid. State must exist and have at least one callback function registered..
Parameters:
Name Type Description keystring The key of the state you want to check.
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Returns:
Description.
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- boolean
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destroy()
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Nuke the entire game from orbit
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getCurrentState()
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Gets the current State.
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Returns:
Phaser.State
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<protected> link(key)
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Links game properties to the State given by the key.
Parameters:
Name Type Description keystring State key.
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<protected> loadComplete()
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<protected> pause()
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<protected> preRender()
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remove(key)
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Delete the given state.
Parameters:
Name Type Description keystring A unique key you use to reference this state, i.e. "MainMenu", "Level1".
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<protected> render()
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<protected> resume()
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start(key, clearWorld, clearCache)
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Start the given State. If a State is already running then State.shutDown will be called (if it exists) before switching to the new State.
Parameters:
Name Type Argument Default Description keystring The key of the state you want to start.
clearWorldboolean <optional>
true Clear everything in the world? This clears the World display list fully (but not the Stage, so if you've added your own objects to the Stage they will need managing directly)
clearCacheboolean <optional>
false Clear the Game.Cache? This purges out all loaded assets. The default is false and you must have clearWorld=true if you want to clearCache as well.
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<protected> update()
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