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

remove(event) Removes a pending TimerEvent from the queue. Parameters

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

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

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

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

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

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

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

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

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#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

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

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

2025-01-10 15:47:30