Time#fpsMax
  • References/Game Development/Phaser/Time/Time

fpsMax : number Advanced timing result: The highest rate the fps has reached (usually no higher than 60fps). Only calculated

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Time#add()
  • References/Game Development/Phaser/Time/Time

add(timer) → {Phaser.Timer}

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Time#frames
  • References/Game Development/Phaser/Time/Time

[readonly] frames : integer Advanced timing result: The number of render frames record in

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TimerEvent#args
  • References/Game Development/Phaser/Time/TimerEvent

args Properties: Name Type Description

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Timer#autoDestroy
  • References/Game Development/Phaser/Time/Timer

autoDestroy : boolean If true, the timer will automatically destroy itself after all the events have been dispatched (assuming

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Time#suggestedFps
  • References/Game Development/Phaser/Time/Time

suggestedFps : number The suggested frame rate for your game, based on an averaged real frame rate.This value is only populated

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TimerEvent#delay
  • References/Game Development/Phaser/Time/TimerEvent

delay : number The delay in ms at which this TimerEvent fires. Source code:

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Time#totalElapsedSeconds()
  • References/Game Development/Phaser/Time/Time

totalElapsedSeconds() → {number} The number of seconds that have elapsed since the game was started

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Timer.QUARTER
  • References/Game Development/Phaser/Time/Timer

[static] QUARTER : integer Number of milliseconds in a quarter of a second.

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Time#msMax
  • References/Game Development/Phaser/Time/Time

msMax : number Advanced timing result: The maximum amount of time the game has taken between consecutive frames. Only calculated

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