Handles game states.
When a state is associated with an object it can accessed using game.state.start('state name').
That way the object can use the especial functions: preload(), create() and update(); that behave according to the following rules:
- preload() : first function to run when a state is called. Loads media. Runs only once. (is optional)
- create() : called right after preload(). Where the main code goes. Runs only once. (must exist)
- update() : called right after create(). Is iteratively called by 'game loop' until going to next state. (is optional)
When a state is associated with an object it can accessed using game.state.start('state name').
That way the object can use the especial functions: preload(), create() and update(); that behave according to the following rules:
- preload() : first function to run when a state is called. Loads media. Runs only once. (is optional)
- create() : called right after preload(). Where the main code goes. Runs only once. (must exist)
- update() : called right after create(). Is iteratively called by 'game loop' until going to next state. (is optional)
- Source:
Methods
(static) add(name, obj)
Create new state.
After a state is created, the object associated with that state can be called using game.state.start('state name')
After a state is created, the object associated with that state can be called using game.state.start('state name')
Parameters:
Name | Type | Description |
---|---|---|
name |
string | state name |
obj |
object | object that should be called when accessing the state |
- Source:
(static) create()
[Not directly used] Encapsulate create() function in the current state.
- Source:
(static) start(name)
Start new state.
Will look for the state's preload() to load the files for the current state.
If there is no preload, will call create().
Parameters:
Name | Type | Description |
---|---|---|
name |
string | state name |
- Source: