A reference to the currently running game.
Adds an existing Phaser.Timer object to the Timer pool.
Adds an existing Phaser.Timer object to the Timer pool.
An existing Phaser.Timer object.
The given Phaser.Timer object.
If true then advanced profiling, including the fps rate, fps min/max, suggestedFps and msMin/msMax are updated.
Creates a new stand-alone Phaser.Timer object.
Creates a new stand-alone Phaser.Timer object.
A Timer that is set to automatically destroy itself will do so after all of its events have been dispatched (assuming no looping events).
The Timer object that was created.
The desired frame rate of the game.
The desired frame rate of the game.
This is used is used to calculate the physic / logic multiplier and how to apply catch-up logic updates. The desired frame rate of the game. Defaults to 60.
How long has passed since the given time (in seconds).
How long has passed since the given time (in seconds).
The time you want to measure (in seconds).
Duration between given time and now (in seconds).
How long has passed since the given time.
How long has passed since the given time.
The time you want to measure against.
The difference between the given time and now.
A Phaser.Timer object bound to the master clock (this Time object) which events can be added to.
Advanced timing result: Frames per second.
Advanced timing result: Frames per second.
Only calculated if advancedTiming is enabled.
Advanced timing result: The highest rate the fps has reached (usually no higher than 60fps).
Advanced timing result: The highest rate the fps has reached (usually no higher than 60fps).
Only calculated if advancedTiming is enabled. This value can be manually reset.
Advanced timing result: The lowest rate the fps has dropped to.
Advanced timing result: The lowest rate the fps has dropped to.
Only calculated if advancedTiming is enabled. This value can be manually reset.
Advanced timing result: The number of render frames record in the last second.
Advanced timing result: The number of render frames record in the last second.
Only calculated if advancedTiming is enabled.
A reference to the currently running game.
Advanced timing result: The maximum amount of time the game has taken between consecutive frames.
Advanced timing result: The maximum amount of time the game has taken between consecutive frames.
Only calculated if advancedTiming is enabled. This value can be manually reset.
Advanced timing result: The minimum amount of time the game has taken between consecutive frames.
Advanced timing result: The minimum amount of time the game has taken between consecutive frames.
Only calculated if advancedTiming is enabled. This value can be manually reset.
An increasing value representing cumulative milliseconds since an undisclosed epoch.
An increasing value representing cumulative milliseconds since an undisclosed epoch.
While this value is in milliseconds and can be used to compute time deltas,
it must must not be used with Date.now()
as it may not use the same epoch / starting reference.
The source may either be from a high-res source (eg. if RAF is available) or the standard Date.now
;
the value can only be relied upon within a particular game instance.
Records how long the game was last paused, in milliseconds.
Records how long the game was last paused, in milliseconds. (This is not updated until the game is resumed.)
The physics update delta, in fractional seconds.
The physics update delta, in fractional seconds.
This should be used as an applicable multiplier by all logic update steps (eg. preUpdate/postUpdate/update
)
to ensure consistent game timing. Game/logic timing can drift from real-world time if the system
is unable to consistently maintain the desired FPS.
With fixed-step updates this is normally equivalent to 1.0 / desiredFps
.
The physics update delta, in milliseconds - equivalent to physicsElapsed * 1000
.
Refreshes the Time.time and Time.elapsedMS properties from the system clock.
Remove all Timer objects, regardless of their state and clears all Timers from the events timer.
Resets the private _started value to now and removes all currently running Timers.
Scaling factor to make the game move smoothly in slow motion
Scaling factor to make the game move smoothly in slow motion
The suggested frame rate for your game, based on an averaged real frame rate.
The suggested frame rate for your game, based on an averaged real frame rate. This value is only populated if Time.advancedTiming is enabled.
Note: This is not available until after a few frames have passed; until then it's set to the same value as desiredFps.
The number of seconds that have elapsed since the game was started.
This is the core internal game clock.
It manages the elapsed time and calculation of elapsed values, used for game object motion and tweens, and also handles the standard Timer pool.
To create a general timed event, use the master Phaser.Timer accessible through events.