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

resume() Resumes the Timer and updates all pending events. Source code:

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

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

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

elapsedSince(since) → {number} How long has passed since the given time. Parameters

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

physicsElapsedMS : number The physics update delta, in milliseconds - equivalent to physicsElapsed * 1000.

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