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

2025-01-10 15:47:30
Time#frames
  • References/Game Development/Phaser/Time/Time

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

2025-01-10 15:47:30
TimerEvent#delay
  • References/Game Development/Phaser/Time/TimerEvent

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

2025-01-10 15:47:30
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

2025-01-10 15:47:30
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

2025-01-10 15:47:30
TimerEvent#args
  • References/Game Development/Phaser/Time/TimerEvent

args Properties: Name Type Description

2025-01-10 15:47:30
Time#add()
  • References/Game Development/Phaser/Time/Time

add(timer) → {Phaser.Timer}

2025-01-10 15:47:30
TimerEvent#callback
  • References/Game Development/Phaser/Time/TimerEvent

callback : Function The callback that will be called when the TimerEvent occurs. Source

2025-01-10 15:47:30
Timer#events
  • References/Game Development/Phaser/Time/Timer

events : Array.<Phaser.TimerEvent> An array

2025-01-10 15:47:30
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

2025-01-10 15:47:30