Class: Time

Phaser. Time

Phaser.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.

Parameters:
Name Type Description
game Phaser.Game

A reference to the currently running game.

Source - time/Time.js, line 15

Members

advancedTiming :boolean

If true Phaser.Time will perform advanced profiling including the fps rate, fps min/max and msMin and msMax.

Default Value:
  • false
Source - time/Time.js, line 86

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.

Source - time/Time.js, line 123

desiredFps :number

= 60 - The desired frame-rate for this project.

Source - time/Time.js, line 56

<internal> elapsed :number

Elapsed time since the last frame (in ms).

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source - time/Time.js, line 45

events :Phaser.Timer

This is a Phaser.Timer object bound to the master clock to which you can add timed events.

Source - time/Time.js, line 156

<internal> fps :number

Frames per second. Only calculated if Time.advancedTiming is true.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source - time/Time.js, line 92

fpsMax :number

The highest rate the fps has reached (usually no higher than 60fps). Only calculated if Time.advancedTiming is true.

Source - time/Time.js, line 102

fpsMin :number

The lowest rate the fps has dropped to. Only calculated if Time.advancedTiming is true.

Source - time/Time.js, line 97

frames :number

The number of frames record in the last second. Only calculated if Time.advancedTiming is true.

Source - time/Time.js, line 136

game :Phaser.Game

Local reference to game.

Source - time/Time.js, line 20

msMax :number

The maximum amount of time the game has taken between two frames. Only calculated if Time.advancedTiming is true.

Source - time/Time.js, line 113

msMin :number

The minimum amount of time the game has taken between two frames. Only calculated if Time.advancedTiming is true.

Default Value:
  • 1000
Source - time/Time.js, line 108

<internal> now :number

The time right now.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source - time/Time.js, line 39

<internal> pausedTime :number

Records how long the game has been paused for. Is reset each time the game pauses.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source - time/Time.js, line 51

pauseDuration :number

Records how long the game was paused for in miliseconds.

Source - time/Time.js, line 141

physicsElapsed :number

The elapsed time calculated for the physics motion updates. In a stable 60fps system this will be 0.016 every frame.

Source - time/Time.js, line 118

<internal> prevTime :number

The time the previous update occurred.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source - time/Time.js, line 33

slowMotion :Number

= 1.0 - Scaling factor to make the game move smoothly in slow motion (1.0 = normal speed, 2.0 = half speed)

Source - time/Time.js, line 80

suggestedFps :number

= null - The suggested frame-rate for this project. NOTE: not available until after a few frames have passed, it is recommended to use this after a few seconds (eg. after the menus)

Source - time/Time.js, line 62

<internal> time :number

Game time counter. If you need a value for in-game calculation please use Phaser.Time.now instead. - This always contains Date.now, but Phaser.Time.now will hold the high resolution RAF timer value (if RAF is available)

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source - time/Time.js, line 27

timeCap :number

If the difference in time between two frame updates exceeds this value in ms, the frame time is reset to avoid huge elapsed counts. - assumes a desiredFps of 60

DEPRECATED: this no longer has any effect since the change to fixed-time stepping in game.update 3rd November 2014

Source - time/Time.js, line 131

timeExpected :number

The time when the next call is expected when using setTimer to control the update loop

Source - time/Time.js, line 151

timeToCall :number

The value that setTimeout needs to work out when to next update

Source - time/Time.js, line 146

Methods

add(timer) → {Phaser.Timer}

Adds an existing Phaser.Timer object to the Timer pool.

Parameters:
Name Type Description
timer Phaser.Timer

An existing Phaser.Timer object.

Returns:

The given Phaser.Timer object.

Source - time/Time.js, line 217

<internal> boot()

Called automatically by Phaser.Game after boot. Should not be called directly.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source - time/Time.js, line 204

create(autoDestroy) → {Phaser.Timer}

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).

Returns:

The Timer object that was created.

Source - time/Time.js, line 232

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 - time/Time.js, line 427

elapsedSince(since) → {number}

How long has passed since the given time.

Parameters:
Name Type Description
since number

The time you want to measure against.

Returns:
number -

The difference between the given time and now.

Source - time/Time.js, line 416

removeAll()

Remove all Timer objects, regardless of their state. Also clears all Timers from the Time.events timer.

Source - time/Time.js, line 251

reset()

Resets the private _started value to now and removes all currently running Timers.

Source - time/Time.js, line 438

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 - time/Time.js, line 406

<internal> update(time)

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.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source - time/Time.js, line 269
Phaser Copyright © 2012-2014 Photon Storm Ltd.
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