/// class State { constructor(game: Game) { this.game = game; this.camera = game.camera; this.cache = game.cache; this.input = game.input; this.loader = game.loader; this.sound = game.sound; this.stage = game.stage; this.time = game.time; this.math = game.math; this.world = game.world; } public game: Game; public camera: Camera; public cache: Cache; public input: Input; public loader: Loader; public sound: SoundManager; public stage: Stage; public time: Time; public math: GameMath; public world: World; // Overload these in your own States public init() {} public create() {} public update() {} public render() {} public paused() {} // Handy Proxy methods public createCamera(x: number, y: number, width: number, height: number): Camera { return this.game.world.createCamera(x, y, width, height); } public createSprite(x: number, y: number, key?: string = ''): Sprite { return this.game.world.createSprite(x, y, key); } public createGroup(MaxSize?: number = 0): Group { return this.game.world.createGroup(MaxSize); } public createParticle(): Particle { return this.game.world.createParticle(); } public createEmitter(x?: number = 0, y?: number = 0, size?:number = 0): Emitter { return this.game.world.createEmitter(x, y, size); } public createTilemap(key:string, mapData:string, format:number, tileWidth?:number,tileHeight?:number): Tilemap { return this.game.world.createTilemap(key, mapData, format, tileWidth, tileHeight); } public collide(ObjectOrGroup1: Basic = null, ObjectOrGroup2: Basic = null, NotifyCallback = null): bool { return this.game.world.overlap(ObjectOrGroup1, ObjectOrGroup2, NotifyCallback, World.separate); } }