## Phaser. State

#### new State()

  This is a base State class which can be extended if you are creating your own game.
  It provides quick access to common functions such as the camera, cache, input, match, sound and more.

  Source - core/State.js, line 14

### Members

#### add :Phaser.GameObjectFactory

  A reference to the GameObjectFactory which can be used to add new objects to the World.

  Source - core/State.js, line 29

#### cache :Phaser.Cache

  A reference to the game cache which contains any loaded or generated assets, such as images, sound and more.

  Source - core/State.js, line 44

#### camera :Phaser.Camera

  A handy reference to World.camera.

  Source - core/State.js, line 39

#### game :Phaser.Game

  This is a reference to the currently running Game.

  Source - core/State.js, line 19

#### input :Phaser.Input

  A reference to the Input Manager.

  Source - core/State.js, line 49

#### key :string

  The string based identifier given to the State when added into the State Manager.

  Source - core/State.js, line 24

#### load :Phaser.Loader

  A reference to the Loader, which you mostly use in the preload method of your state to load external assets.

  Source - core/State.js, line 54

#### make :Phaser.GameObjectCreator

  A reference to the GameObjectCreator which can be used to make new objects.

  Source - core/State.js, line 34

#### math :Phaser.Math

  A reference to Math class with lots of helpful functions.

  Source - core/State.js, line 59

#### particles :Phaser.Particles

  The Particle Manager. It is called during the core gameloop and updates any Particle Emitters it has created.

  Source - core/State.js, line 99

#### physics :Phaser.Physics

  A reference to the physics manager which looks after the different physics systems available within Phaser.

  Source - core/State.js, line 104

#### rnd :Phaser.RandomDataGenerator

  A reference to the seeded and repeatable random data generator.

  Source - core/State.js, line 109

#### scale :Phaser.ScaleManager

  A reference to the Scale Manager which controls the way the game scales on different displays.

  Source - core/State.js, line 69

#### sound :Phaser.SoundManager

  A reference to the Sound Manager which can create, play and stop sounds, as well as adjust global volume.

  Source - core/State.js, line 64

#### stage :Phaser.Stage

  A reference to the Stage.

  Source - core/State.js, line 74

#### state

  ##### Properties:

  Name | Type | Description
  --- | --- | ---
  `stage` | Phaser.StateManager | A reference to the State Manager, which controls state changes.

  Source - core/State.js, line 79

#### time :Phaser.Time

  A reference to the game clock and timed events system.

  Source - core/State.js, line 84

#### tweens :Phaser.TweenManager

  A reference to the tween manager.

  Source - core/State.js, line 89

#### world :Phaser.World

  A reference to the game world. All objects live in the Game World and its size is not bound by the display resolution.

  Source - core/State.js, line 94

### Methods

#### create()

  create is called once preload has completed, this includes the loading of any assets from the Loader.
  If you don't have a preload method then create is the first method called in your State.

  Source - core/State.js, line 152

#### init()

  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.

  Source - core/State.js, line 115

#### 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 - core/State.js, line 143

#### 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 - core/State.js, line 135

#### paused()

  This method will be called if the core game loop is paused.

  Source - core/State.js, line 197

#### pauseUpdate()

  pauseUpdate is called while the game is paused instead of preUpdate, update and postUpdate.

  Source - core/State.js, line 213

#### preload()

  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.

  Source - core/State.js, line 125

#### preRender()

  The preRender method is called after all Game Objects have been updated, but before any rendering takes place.

  Source - core/State.js, line 171

#### render()

  Nearly all display objects in Phaser render automatically, you don't need to tell them to render.
  However the render method is called AFTER the game renderer and plugins have rendered, so you're able to do any
  final post-processing style effects here. Note that this happens before plugins postRender takes place.

  Source - core/State.js, line 179

#### resize()

  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.

  Source - core/State.js, line 189

#### resumed()

  This method will be called when the core game loop resumes from a paused state.

  Source - core/State.js, line 205

#### shutdown()

  This method will be called when the State is shutdown (i.e. you switch to another state from this one).

  Source - core/State.js, line 221

#### update()

  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.

  Source - core/State.js, line 161