Time#physicsElapsed

physicsElapsed : number

The physics update delta, in fractional seconds.

This should be used as an applicable multiplier by all logic update steps (eg. preUpdate/postUpdate/update)
to ensure consistent game timing. Game/logic timing can drift from real-world time if the system
is unable to consistently maintain the desired FPS.

With fixed-step updates this is normally equivalent to 1.0 / desiredFps.

Source code: time/Time.js (Line 112)
doc_phaser
2017-02-14 11:18:04
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