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

[readonly] ms : number The duration in milliseconds that this Timer has been running for.

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

timeCap : number If the difference in time between two frame updates exceeds this value, the event times are reset to avoid catch-up

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

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

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

pause() Pauses the Timer and all events in the queue. 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#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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Timer#duration
  • References/Game Development/Phaser/Time/Timer

[readonly] duration : number The duration in ms remaining until the next event will occur

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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#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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