new Time(game)
Time constructor.
Parameters:
Name | Type | Description |
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game |
Phaser.Game | A reference to the currently running game. |
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Members
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advancedTiming
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- Default Value:
- false
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Properties:
Name Type Description advancedTiming
boolean If true Phaser.Time will perform advanced profiling including the fps rate, fps min/max and msMin and msMax.
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deltaCap
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Properties:
Name Type Description deltaCap
number If you need to cap the delta timer, set the value here. For 60fps the delta should be 0.016, so try variances just above this.
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<protected> elapsed
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Properties:
Name Type Description elapsed
number Elapsed time since the last frame (in ms).
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events
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Properties:
Name Type Description events
Phaser.Timer This is a Phaser.Timer object bound to the master clock to which you can add timed events.
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<protected> fps
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Properties:
Name Type Description fps
number Frames per second. Only calculated if Time.advancedTiming is true.
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fpsMax
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Properties:
Name Type Description fpsMax
number The highest rate the fps has reached (usually no higher than 60fps). Only calculated if Time.advancedTiming is true.
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fpsMin
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Properties:
Name Type Description fpsMin
number The lowest rate the fps has dropped to. Only calculated if Time.advancedTiming is true.
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frames
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Properties:
Name Type Description frames
number The number of frames record in the last second. Only calculated if Time.advancedTiming is true.
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game
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Properties:
Name Type Description game
Phaser.Game Local reference to game.
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lastTime
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Properties:
Name Type Description lastTime
number Internal value used by timeToCall as part of the setTimeout loop
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msMax
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Properties:
Name Type Description msMax
number The maximum amount of time the game has taken between two frames. Only calculated if Time.advancedTiming is true.
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msMin
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- Default Value:
- 1000
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Properties:
Name Type Description msMin
number The minimum amount of time the game has taken between two frames. Only calculated if Time.advancedTiming is true.
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<protected> now
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Properties:
Name Type Description now
number The time right now.
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<protected> pausedTime
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Properties:
Name Type Description pausedTime
number Records how long the game has been paused for. Is reset each time the game pauses.
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pauseDuration
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Properties:
Name Type Description pauseDuration
number Records how long the game was paused for in miliseconds.
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physicsElapsed
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Properties:
Name Type Description physicsElapsed
number The elapsed time calculated for the physics motion updates. In a stable 60fps system this will be 0.016 every frame.
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<protected> time
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Properties:
Name Type Description time
number Game time counter. If you need a value for in-game calculation please use Phaser.Time.now instead.
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timeCap
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Properties:
Name Type Description timeCap
number If the difference in time between two frame updates exceeds this value, the frame time is reset to avoid huge elapsed counts.
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timeToCall
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Properties:
Name Type Description timeToCall
number The value that setTimeout needs to work out when to next update
Methods
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<protected> boot()
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Called automatically by Phaser.Game after boot. Should not be called directly.
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create(autoDestroy) → {Phaser.Timer}
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Creates a new stand-alone Phaser.Timer object.
Parameters:
Name Type Argument Default Description autoDestroy
boolean <optional>
true A Timer that is set to automatically destroy itself will do so after all of its events have been dispatched (assuming no looping events).
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Returns:
The Timer object that was created.
- Type
- Phaser.Timer
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elapsedSecondsSince(since) → {number}
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How long has passed since the given time (in seconds).
Parameters:
Name Type Description since
number The time you want to measure (in seconds).
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Returns:
Duration between given time and now (in seconds).
- Type
- number
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elapsedSince(since) → {number}
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How long has passed since the given time.
Parameters:
Name Type Description since
number The time you want to measure against.
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Returns:
The difference between the given time and now.
- Type
- number
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removeAll()
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Remove all Timer objects, regardless of their state. Also clears all Timers from the Time.events timer.
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reset()
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Resets the private _started value to now and removes all currently running Timers.
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totalElapsedSeconds() → {number}
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The number of seconds that have elapsed since the game was started.
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Returns:
The number of seconds that have elapsed since the game was started.
- Type
- number
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<protected> update(time)
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Updates the game clock and if enabled the advanced timing data. This is called automatically by Phaser.Game.
Parameters:
Name Type Description time
number The current timestamp.
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