A reference to the GameObjectFactory which can be used to add new objects to the World.
A reference to the game cache which contains any loaded or generated assets, such as images, sound and more.
A handy reference to World.camera.
This is a reference to the currently running Game.
A reference to the Input Manager.
The string based identifier given to the State when added into the State Manager.
A reference to the Loader, which you mostly use in the preload method of your state to load external assets.
A reference to the GameObjectCreator which can be used to make new objects.
The Particle Manager. It is called during the core gameloop and updates any Particle Emitters it has created.
A reference to the physics manager which looks after the different physics systems available within Phaser.
A reference to the seeded and repeatable random data generator.
A reference to the Scale Manager which controls the way the game scales on different displays.
A reference to the Sound Manager which can create, play and stop sounds, as well as adjust global volume.
A reference to the Stage.
A reference to the game clock and timed events system.
A reference to the tween manager.
A reference to the game world. All objects live in the Game World and its size is not bound by the display resolution.
Helper function that returns the AudioManager instance
Helper function that returns the DebugUtilities instance
Helper function for the activity finished state. It should be set to true when the activity is completely done (all question answered correctly, all lives lost, etc.)
Helper function for the activity finished state. It should be set to true when the activity is completely done (all question answered correctly, all lives lost, etc.)
Helper function that returns the Keyboard instance
Force the activity to restart
Helper function that returns the ProfileRewards instance
Helper function that returns the ProgressTracker instance
Helper function that returns the Reporter instance
Helper function that returns the Settings instance
Handler called by Phaser. No need to call directly.
Exit the activity
Called internally. No need to call directly. Call exitActivity() if you want to exit the activity
Find all display objects whose name property matches the value of the 'name' parameter.
The value to match the display objects name property
The group to search (optional). If not set, the game's world will be searched
Goto another scene by destroying this one and creating+displaying the other
Key/name of scene to go to
Any additional parameters to be sent to scene 'name' (will be sent to the init function)
Called internally. No need to call directly
init is the very first function called when your State starts up. It's called before preload, create or anything else. If you need to route the game away to another State you could do so here, or if you need to prepare a set of variables or objects before the preloading starts.
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.
loadUpdate is called during the Loader process. This only happens if you've set one or more assets to load in the preload method.
Called internally. No need to call directly
Override to add custom code when scene is being created. Call super first.
Override to add custom code when scene is being destroyed. Call super first.
Override to add custom code when help is selected. Base will play help audio
Override to add custom code when an overlay button is pressed
The button pressed ("backward"|"forward"|"home")
Called internally. No need to call directly
Called internally. No need to call directly
Called internally. No need to call directly
Override to add custom code when scene is touched. Call super first.
Override to add custom code when background music is toggled.
pauseUpdate is called while the game is paused instead of preUpdate, update and postUpdate.
This method will be called if the core game loop is paused.
Play help audio. If no audio is passed in, the default audio will be passed
description of audio to play, either IAudioPlayInfo or an array of IAudioPlayInfo
AudiClipSequence to play
The preRender method is called after all Game Objects have been updated, but before any rendering takes place.
preload is called first. Normally you'd use this to load your game assets (or those needed for the current State) You shouldn't create any objects in this method that require assets that you're also loading in this method, as they won't yet be available.
If your game is set to Scalemode RESIZE then each time the browser resizes it will call this function, passing in the new width and height.
This method will be called when the core game loop resumes from a paused state.
Set default help audio.
description of audio to play, either IAudioPlayInfo or an array of IAudioPlayInfo
Handler called by Phaser. No need to call directly.
Called internally. No need to call directly
The update method is left empty for your own use. It is called during the core game loop AFTER debug, physics, plugins and the Stage have had their preUpdate methods called. It is called BEFORE Stage, Tweens, Sounds, Input, Physics, Particles and Plugins have had their postUpdate methods called.
Scene is the main construct for the UI