function PhaserEngine(game, parent) {
      this.postRender = __bind(this.postRender, this);
      this.removeAllSystems = __bind(this.removeAllSystems, this);
      this.removeSystem = __bind(this.removeSystem, this);
      this.getSystem = __bind(this.getSystem, this);
      this.addSystem = __bind(this.addSystem, this);
      this.releaseNodeList = __bind(this.releaseNodeList, this);
      this.getNodeList = __bind(this.getNodeList, this);
      this.componentRemoved = __bind(this.componentRemoved, this);
      this.componentAdded = __bind(this.componentAdded, this);
      this.removeAllEntities = __bind(this.removeAllEntities, this);
      this.getEntityByName = __bind(this.getEntityByName, this);
      this.entityNameChanged = __bind(this.entityNameChanged, this);
      this.removeEntity = __bind(this.removeEntity, this);
      this.addEntity = __bind(this.addEntity, this);
      this.init = __bind(this.init, this);
      PhaserEngine.__super__.constructor.call(this, game, parent);
      this.nodes = {};
      this.components = {};
      this.entityList = new EntityList();
      this.entityNames = new Dictionary();
      this.systemList = new SystemList();
      this.families = new Dictionary();
      this.updateComplete = new Signal0();
    }
/*
     * @param game      the current phaser game context
     * @param parent    the current phaser state context
     */
@param game      the current phaser game context
@param parent    the current phaser state context
@param game the current phaser game context @param parent the current phaser state context
function PhaserEngine(game, parent) {
      this.postRender = __bind(this.postRender, this);
      this.removeAllSystems = __bind(this.removeAllSystems, this);
      this.removeSystem = __bind(this.removeSystem, this);
      this.getSystem = __bind(this.getSystem, this);
      this.addSystem = __bind(this.addSystem, this);
      this.releaseNodeList = __bind(this.releaseNodeList, this);
      this.getNodeList = __bind(this.getNodeList, this);
      this.componentRemoved = __bind(this.componentRemoved, this);
      this.componentAdded = __bind(this.componentAdded, this);
      this.removeAllEntities = __bind(this.removeAllEntities, this);
      this.getEntityByName = __bind(this.getEntityByName, this);
      this.entityNameChanged = __bind(this.entityNameChanged, this);
      this.removeEntity = __bind(this.removeEntity, this);
      this.addEntity = __bind(this.addEntity, this);
      this.init = __bind(this.init, this);
      PhaserEngine.__super__.constructor.call(this, game, parent);
      this.nodes = {};
      this.components = {};
      this.entityList = new EntityList();
      this.entityNames = new Dictionary();
      this.systemList = new SystemList();
      this.families = new Dictionary();
      this.updateComplete = new Signal0();
    }
function PhaserEngine ( game , parent ) { this . postRender = __bind ( this . postRender , this ) ; this . removeAllSystems = __bind ( this . removeAllSystems , this ) ; this . removeSystem = __bind ( this . removeSystem , this ) ; this . getSystem = __bind ( this . getSystem , this ) ; this . addSystem = __bind ( this . addSystem , this ) ; this . releaseNodeList = __bind ( this . releaseNodeList , this ) ; this . getNodeList = __bind ( this . getNodeList , this ) ; this . componentRemoved = __bind ( this . componentRemoved , this ) ; this . componentAdded = __bind ( this . componentAdded , this ) ; this . removeAllEntities = __bind ( this . removeAllEntities , this ) ; this . getEntityByName = __bind ( this . getEntityByName , this ) ; this . entityNameChanged = __bind ( this . entityNameChanged , this ) ; this . removeEntity = __bind ( this . removeEntity , this ) ; this . addEntity = __bind ( this . addEntity , this ) ; this . init = __bind ( this . init , this ) ; PhaserEngine . __super__ . constructor . call ( this , game , parent ) ; this . nodes = { } ; this . components = { } ; this . entityList = new EntityList ( ) ; this . entityNames = new Dictionary ( ) ; this . systemList = new SystemList ( ) ; this . families = new Dictionary ( ) ; this . updateComplete = new Signal0 ( ) ; }
@param game      the current phaser game context
 @param parent    the current phaser state context
@param game the current phaser game context @param parent the current phaser state context