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

events : Array.<Phaser.TimerEvent> An array

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

loop : boolean True if this TimerEvent loops, otherwise false. Source code:

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

[readonly] length : number The number of pending events in the queue.

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

[readonly] seconds : number The duration in seconds that this Timer has been running for.

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

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

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

[readonly] running : boolean True if the Timer is actively running. Do not modify this

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

physicsElapsed : number The physics update delta, in fractional seconds. This should be used as an applicable multiplier

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Timer#stop()
  • References/Game Development/Phaser/Time/Timer

stop(clearEvents) Stops this Timer from running. Does not cause it to be destroyed if autoDestroy is set

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

elapsedSecondsSince(since) → {number} How long has passed since the given time (in seconds).

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

[static] HALF : integer Number of milliseconds in half a second.

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