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

pauseDuration : number Records how long the game was last paused, in milliseconds.(This is not updated until the game is

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

slowMotion : number Scaling factor to make the game move smoothly in slow motion 1.0 = normal speed 2.0 =

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

repeat(delay, repeatCount, callback, callbackContext, arguments) → {

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

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

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

create(autoDestroy) → {Phaser.Timer}

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

removeAll() Remove all Timer objects, regardless of their state and clears all Timers from the

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

tick : number The tick is the next game clock time that this event will fire at. Source

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

[readonly] expired : boolean An expired Timer is one in which all of its events have been

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

repeatCount : number If this TimerEvent repeats it will do so this many times. Source

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

[readonly] duration : number The duration in ms remaining until the next event will occur

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