fpsMin : number Advanced timing result: The lowest rate the fps has dropped to. Only calculated if
[readonly] paused : boolean The paused state of the Timer. You can pause the timer by calling
events : Phaser.Timer A
repeat(delay, repeatCount, callback, callbackContext, arguments) → {
desiredFps : integer The desired frame rate of the game. This is used is used to calculate the physic / logic multiplier
destroy() Destroys this Timer. Any pending Events are not dispatched.The onComplete callbacks won't be called.
onComplete : Phaser.Signal This signal will be dispatched
removeAll() Removes all Events from this Timer and all callbacks linked to onComplete, but leaves the Timer running.The onComplete
[readonly] next : number The time at which the next event will occur.
[static] SECOND : integer Number of milliseconds in a second.
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