Time#msMin

msMin : number 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. Default Value 1000 Source code: time/Time.js (Line 211)

Time#msMax

msMax : number 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. Source code: time/Time.js (Line 220)

Time#frames

[readonly] frames : integer Advanced timing result: The number of render frames record in the last second. Only calculated if advancedTiming is enabled. Source code: time/Time.js (Line 174)

Time#fpsMin

fpsMin : number Advanced timing result: The lowest rate the fps has dropped to. Only calculated if advancedTiming is enabled.This value can be manually reset. Source code: time/Time.js (Line 192)

Time#fpsMax

fpsMax : number 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. Source code: time/Time.js (Line 201)

Time#fps

[readonly] fps : number Advanced timing result: Frames per second. Only calculated if advancedTiming is enabled. Source code: time/Time.js (Line 183)

Time#events

events : Phaser.Timer A Phaser.Timer object bound to the master clock (this Time object) which events can be added to. Source code: time/Time.js (Line 245)

Time#elapsedSince()

elapsedSince(since) → {number} How long has passed since the given time. Parameters Name Type Description since number The time you want to measure against. Returns number - The difference between the given time and now. Source code: time/Time.js (Line 560)

Time#elapsedSecondsSince()

elapsedSecondsSince(since) → {number} How long has passed since the given time (in seconds). Parameters Name Type Description since number The time you want to measure (in seconds). Returns number - Duration between given time and now (in seconds). Source code: time/Time.js (Line 571)

Time#desiredFps

desiredFps : integer 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. Source code: time/Time.js (Line 596)