create(autoDestroy) → {Phaser.Timer}
pauseDuration : number Records how long the game was last paused, in milliseconds.(This is not updated until the game is
tick : number The tick is the next game clock time that this event will fire at. Source
[readonly] duration : number The duration in ms remaining until the next event will occur
repeatCount : number If this TimerEvent repeats it will do so this many times. Source
resume() Resumes the Timer and updates all pending events. Source code:
[readonly] paused : boolean The paused state of the Timer. You can pause the timer by calling
removeAll() Remove all Timer objects, regardless of their state and clears all Timers from the
events : Phaser.Timer A
slowMotion : number Scaling factor to make the game move smoothly in slow motion 1.0 = normal speed 2.0 =
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