tick : number The tick is the next game clock time that this event will fire at. Source
resume() Resumes the Timer and updates all pending events. Source code:
[readonly] expired : boolean An expired Timer is one in which all of its events have been
loop(delay, callback, callbackContext, arguments) → {Phaser
[readonly] next : number The time at which the next event will occur.
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
desiredFps : integer The desired frame rate of the game. This is used is used to calculate the physic / logic multiplier
elapsedSince(since) → {number} How long has passed since the given time. Parameters
physicsElapsedMS : number The physics update delta, in milliseconds - equivalent to physicsElapsed * 1000.
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