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{"id":859,"date":"2017-07-29T22:06:27","date_gmt":"2017-07-29T22:06:27","guid":{"rendered":"https:\/\/phasergames.com\/?p=859"},"modified":"2017-07-29T22:06:27","modified_gmt":"2017-07-29T22:06:27","slug":"phaser-states-basics","status":"publish","type":"post","link":"https:\/\/phasergames.com\/phaser-states-basics\/","title":{"rendered":"Phaser States Basics"},"content":{"rendered":"

What is a state in Phaser?<\/h3>\n

I was helping someone in the Phaser Game Makers Facebook group a couple of weeks ago when the issue of states came up.<\/p>\n

In most technical\u00a0of terms, a state is a class. The Phaser documentation describes it as follows:<\/p>\n

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.<\/p><\/blockquote>\n

This is great because it sets up things like the preload, create and update functions. \u00a0In the most basic sense, with a few exceptions, I like to think of the states as screens.<\/p>\n

My basic games will usually include<\/p>\n