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

add(delay, callback, callbackContext, arguments) → {Phaser

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

pause() Pauses the Timer and all events in the queue. Source code:

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

refresh() Refreshes the Time.time and Time.elapsedMS properties from the system clock. Source

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

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

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

reset() Resets the private _started value to now and removes all currently running Timers.

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

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

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

timeCap : number If the difference in time between two frame updates exceeds this value, the event times are reset to avoid catch-up

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

callbackContext : Object The context in which the callback will be called. Source

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

new Timer(game, autoDestroy) A Timer is a way to create and manage

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