Timer#autoDestroy

autoDestroy : boolean If true, the timer will automatically destroy itself after all the events have been dispatched (assuming no looping events). Source code: time/Timer.js (Line 45)

Timer#add()

add(delay, callback, callbackContext, arguments) → {Phaser.TimerEvent} Adds a new Event to this Timer. The event will fire after the given amount of delay in milliseconds has passed, once the Timer has started running.The delay is in relation to when the Timer starts, not the time it was added. If the Timer is already running the delay will be calculated based on the timers current time. Make sure to call start after adding all of the Events you require for this Timer. Parameters Name Type A

Time#totalElapsedSeconds()

totalElapsedSeconds() → {number} The number of seconds that have elapsed since the game was started. Returns number - The number of seconds that have elapsed since the game was started. Source code: time/Time.js (Line 550)

Time#Time

new Time(game) This is the core internal game clock. It manages the elapsed time and calculation of elapsed values, used for game object motion and tweens,and also handles the standard Timer pool. To create a general timed event, use the master Phaser.Timer accessible through events. There are different types of time in Phaser: Game time always runs at the speed of time in real life. Unlike wall-clock time, game time stops when Phaser is paused. Game time is used for timer events. Physics

Time#slowMotion

slowMotion : number Scaling factor to make the game move smoothly in slow motion 1.0 = normal speed 2.0 = half speed Default Value 1 Source code: time/Time.js (Line 158)

Time#suggestedFps

suggestedFps : number The suggested frame rate for your game, based on an averaged real frame rate.This value is only populated if Time.advancedTiming is enabled. Note: This is not available until after a few frames have passed; until thenit's set to the same value as desiredFps. Source code: time/Time.js (Line 149)

Time#reset()

reset() Resets the private _started value to now and removes all currently running Timers. Source code: time/Time.js (Line 582)

Time#physicsElapsedMS

physicsElapsedMS : number The physics update delta, in milliseconds - equivalent to physicsElapsed * 1000. Source code: time/Time.js (Line 119)

Time#removeAll()

removeAll() Remove all Timer objects, regardless of their state and clears all Timers from the events timer. Source code: time/Time.js (Line 342)

Time#refresh()

refresh() Refreshes the Time.time and Time.elapsedMS properties from the system clock. Source code: time/Time.js (Line 360)