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

fpsMin : number Advanced timing result: The lowest rate the fps has dropped to. Only calculated if

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

[readonly] paused : boolean The paused state of the Timer. You can pause the timer by calling

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

events : Phaser.Timer A

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

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

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

desiredFps : integer The desired frame rate of the game. This is used is used to calculate the physic / logic multiplier

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

destroy() Destroys this Timer. Any pending Events are not dispatched.The onComplete callbacks won't be called.

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

onComplete : Phaser.Signal This signal will be dispatched

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

removeAll() Removes all Events from this Timer and all callbacks linked to onComplete, but leaves the Timer running.The onComplete

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

[readonly] next : number The time at which the next event will occur.

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Timer.SECOND
  • References/Game Development/Phaser/Time/Timer

[static] SECOND : integer Number of milliseconds in a second.

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