# Uses of Class org.newdawn.slick.state.StateBasedGame (Slick - The 2D Library)
Date: 2013-06-03

## Uses of Class
org.newdawn.slick.state.StateBasedGame

Packages that use StateBasedGame
org.newdawn.slick.state: State based games allow the game to be broken down into the different activities the player may take part in, for instance menu, highscores, play and credits.
org.newdawn.slick.state.transition
org.newdawn.slick.tests: Tests for the facilities provided by the library.
org.newdawn.slick.tests.states: States for the StateBasedGameTest

Uses of StateBasedGame in org.newdawn.slick.state

Methods in org.newdawn.slick.state with parameters of type StateBasedGame
`void` `GameState.enter(GameContainer container, StateBasedGame game)` Notification that we've entered this game state
`void` `BasicGameState.enter(GameContainer container, StateBasedGame game)`
`void` `GameState.init(GameContainer container, StateBasedGame game)` Initialise the state.
`void` `GameState.leave(GameContainer container, StateBasedGame game)` Notification that we're leaving this game state
`void` `BasicGameState.leave(GameContainer container, StateBasedGame game)`
`void` `GameState.render(GameContainer container, StateBasedGame game, Graphics g)` Render this state to the game's graphics context
`void` `GameState.update(GameContainer container, StateBasedGame game, int delta)` Update the state's logic based on the amount of time thats passed

Uses of StateBasedGame in org.newdawn.slick.state.transition

Methods in org.newdawn.slick.state.transition with parameters of type StateBasedGame
`void` `VerticalSplitTransition.postRender(StateBasedGame game, GameContainer container, Graphics g)`
`void` `Transition.postRender(StateBasedGame game, GameContainer container, Graphics g)` Render the transition over the existing state rendering
`void` `SelectTransition.postRender(StateBasedGame game, GameContainer container, Graphics g)`
`void` `RotateTransition.postRender(StateBasedGame game, GameContainer container, Graphics g)`
`void` `HorizontalSplitTransition.postRender(StateBasedGame game, GameContainer container, Graphics g)`
`void` `FadeOutTransition.postRender(StateBasedGame game, GameContainer container, Graphics g)`
`void` `FadeInTransition.postRender(StateBasedGame game, GameContainer container, Graphics g)`
`void` `EmptyTransition.postRender(StateBasedGame game, GameContainer container, Graphics g)`
`void` `CrossStateTransition.postRender(StateBasedGame game, GameContainer container, Graphics g)`
`void` `CombinedTransition.postRender(StateBasedGame game, GameContainer container, Graphics g)`
`void` `BlobbyTransition.postRender(StateBasedGame game, GameContainer container, Graphics g)`
`void` `CrossStateTransition.postRenderSecondState(StateBasedGame game, GameContainer container, Graphics g)` Notification that the transition is has just rendered the second state is the cross transition.
`void` `VerticalSplitTransition.preRender(StateBasedGame game, GameContainer container, Graphics g)`
`void` `Transition.preRender(StateBasedGame game, GameContainer container, Graphics g)` Render the transition before the existing state rendering
`void` `SelectTransition.preRender(StateBasedGame game, GameContainer container, Graphics g)`
`void` `RotateTransition.preRender(StateBasedGame game, GameContainer container, Graphics g)`
`void` `HorizontalSplitTransition.preRender(StateBasedGame game, GameContainer container, Graphics g)`
`void` `FadeOutTransition.preRender(StateBasedGame game, GameContainer container, Graphics g)`
`void` `FadeInTransition.preRender(StateBasedGame game, GameContainer container, Graphics g)`
`void` `EmptyTransition.preRender(StateBasedGame game, GameContainer container, Graphics g)`
`void` `CrossStateTransition.preRender(StateBasedGame game, GameContainer container, Graphics g)`
`void` `CombinedTransition.preRender(StateBasedGame game, GameContainer container, Graphics g)`
`void` `BlobbyTransition.preRender(StateBasedGame game, GameContainer container, Graphics g)`
`void` `CrossStateTransition.preRenderFirstState(StateBasedGame game, GameContainer container, Graphics g)` Notification that the transition is about to render the first state is the cross transition.
`void` `CrossStateTransition.preRenderSecondState(StateBasedGame game, GameContainer container, Graphics g)` Notification that the transition is about to render the second state is the cross transition.
`void` `VerticalSplitTransition.update(StateBasedGame game, GameContainer container, int delta)`
`void` `Transition.update(StateBasedGame game, GameContainer container, int delta)` Update the transition.
`void` `SelectTransition.update(StateBasedGame game, GameContainer container, int delta)`
`void` `RotateTransition.update(StateBasedGame game, GameContainer container, int delta)`
`void` `HorizontalSplitTransition.update(StateBasedGame game, GameContainer container, int delta)`
`void` `FadeOutTransition.update(StateBasedGame game, GameContainer container, int delta)`
`void` `FadeInTransition.update(StateBasedGame game, GameContainer container, int delta)`
`void` `EmptyTransition.update(StateBasedGame game, GameContainer container, int delta)`
`void` `CrossStateTransition.update(StateBasedGame game, GameContainer container, int delta)`
`void` `CombinedTransition.update(StateBasedGame game, GameContainer container, int delta)`
`void` `BlobbyTransition.update(StateBasedGame game, GameContainer container, int delta)`

Uses of StateBasedGame in org.newdawn.slick.tests

Subclasses of StateBasedGame in org.newdawn.slick.tests
`class` `StateBasedTest` A test for the multi-state based functionality
`class` `TransitionTest` A test to view the different transitions that are currently implemented

Uses of StateBasedGame in org.newdawn.slick.tests.states

Methods in org.newdawn.slick.tests.states with parameters of type StateBasedGame
`void` `TestState3.init(GameContainer container, StateBasedGame game)`
`void` `TestState2.init(GameContainer container, StateBasedGame game)`
`void` `TestState1.init(GameContainer container, StateBasedGame game)`
`void` `TestState3.render(GameContainer container, StateBasedGame game, Graphics g)`
`void` `TestState2.render(GameContainer container, StateBasedGame game, Graphics g)`
`void` `TestState1.render(GameContainer container, StateBasedGame game, Graphics g)`
`void` `TestState3.update(GameContainer container, StateBasedGame game, int delta)`
`void` `TestState2.update(GameContainer container, StateBasedGame game, int delta)`
`void` `TestState1.update(GameContainer container, StateBasedGame game, int delta)`

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