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

add(timer) → {Phaser.Timer}

2025-01-10 15:47:30
Time#fpsMax
  • References/Game Development/Phaser/Time/Time

fpsMax : number Advanced timing result: The highest rate the fps has reached (usually no higher than 60fps). Only calculated

2025-01-10 15:47:30
Time#suggestedFps
  • References/Game Development/Phaser/Time/Time

suggestedFps : number The suggested frame rate for your game, based on an averaged real frame rate.This value is only populated

2025-01-10 15:47:30
Time#frames
  • References/Game Development/Phaser/Time/Time

[readonly] frames : integer Advanced timing result: The number of render frames record in

2025-01-10 15:47:30
Time#totalElapsedSeconds()
  • References/Game Development/Phaser/Time/Time

totalElapsedSeconds() → {number} The number of seconds that have elapsed since the game was started

2025-01-10 15:47:30
Time#msMax
  • References/Game Development/Phaser/Time/Time

msMax : number Advanced timing result: The maximum amount of time the game has taken between consecutive frames. Only calculated

2025-01-10 15:47:30
Time#elapsedSecondsSince()
  • References/Game Development/Phaser/Time/Time

elapsedSecondsSince(since) → {number} How long has passed since the given time (in seconds).

2025-01-10 15:47:30
Time#physicsElapsed
  • References/Game Development/Phaser/Time/Time

physicsElapsed : number The physics update delta, in fractional seconds. This should be used as an applicable multiplier

2025-01-10 15:47:30
Time#refresh()
  • References/Game Development/Phaser/Time/Time

refresh() Refreshes the Time.time and Time.elapsedMS properties from the system clock. Source

2025-01-10 15:47:30
Time#reset()
  • References/Game Development/Phaser/Time/Time

reset() Resets the private _started value to now and removes all currently running Timers.

2025-01-10 15:47:30