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 systemis 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)

Time#msMin

msMin : number Advanced timing result: The minimum amount of time the game has taken between consecutive frames. Only calculated if advancedTiming is enabled.This value can be manually reset. Default Value 1000 Source code: time/Time.js (Line 211)

Time#pauseDuration

pauseDuration : number Records how long the game was last paused, in milliseconds.(This is not updated until the game is resumed.) Source code: time/Time.js (Line 227)

Time#msMax

msMax : number Advanced timing result: The maximum amount of time the game has taken between consecutive frames. Only calculated if advancedTiming is enabled.This value can be manually reset. Source code: time/Time.js (Line 220)

Time#fpsMin

fpsMin : number Advanced timing result: The lowest rate the fps has dropped to. Only calculated if advancedTiming is enabled.This value can be manually reset. Source code: time/Time.js (Line 192)

Time#frames

[readonly] frames : integer Advanced timing result: The number of render frames record in the last second. Only calculated if advancedTiming is enabled. Source code: time/Time.js (Line 174)

Time#fps

[readonly] fps : number Advanced timing result: Frames per second. Only calculated if advancedTiming is enabled. Source code: time/Time.js (Line 183)

Time#fpsMax

fpsMax : number Advanced timing result: The highest rate the fps has reached (usually no higher than 60fps). Only calculated if advancedTiming is enabled.This value can be manually reset. Source code: time/Time.js (Line 201)

Time#events

events : Phaser.Timer A Phaser.Timer object bound to the master clock (this Time object) which events can be added to. Source code: time/Time.js (Line 245)

Time#elapsedSecondsSince()

elapsedSecondsSince(since) → {number} How long has passed since the given time (in seconds). Parameters Name Type Description since number The time you want to measure (in seconds). Returns number - Duration between given time and now (in seconds). Source code: time/Time.js (Line 571)