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 82

desiredFps :number

The desired frame rate of your game.

Default Value:
  • 60
Source - time/Time.js, line 63

<internal> elapsed :number

Elapsed time since the last frame. In ms if running under setTimeout or an integer if using RAF.

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

<internal> elapsedMS :number

The time in ms since the last update. Will vary dramatically based on system performance, do not use for physics calculations!

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

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 139

<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 88

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 98

fpsMin :number

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

Source - time/Time.js, line 93

frames :number

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

Source - time/Time.js, line 119

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 109

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 104

<internal> now :number

The high resolution RAF timer value (if RAF is available) or Date.now if using setTimeout.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source - time/Time.js, line 38

<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 57

pauseDuration :number

Records how long the game was paused for in miliseconds.

Source - time/Time.js, line 124

physicsElapsed :number

The physics motion value as used by Arcade Physics. Equivalent to 1.0 / Time.desiredFps.

Source - time/Time.js, line 114

<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 32

slowMotion :number

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

Default Value:
  • 1.0
Source - time/Time.js, line 76

suggestedFps :number

= The suggested frame rate for your game, based on an averaged real frame rate. NOTE: Not available until after a few frames have passed, it is recommended to use this after a few seconds (eg. after the menus)

Default Value:
  • null
Source - time/Time.js, line 70

<internal> time :number

This always contains the Date.now value.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source - time/Time.js, line 26

timeExpected :number

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

Source - time/Time.js, line 134

timeToCall :number

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

Source - time/Time.js, line 129

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 213

<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 199

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 228

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 424

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 413

removeAll()

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

Source - time/Time.js, line 247

reset()

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

Source - time/Time.js, line 435

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 403

<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 265
Phaser Copyright © 2012-2014 Photon Storm Ltd.
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