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

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

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

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

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

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

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

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

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

onComplete : Phaser.Signal This signal will be dispatched

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