Class: Time

Phaser. Time

This is the core internal game clock. It manages the elapsed time and calculation of elapsed values, used for game object motion and tweens.

new Time(game)

Time constructor.

Parameters:
Name Type Description
game Phaser.Game

A reference to the currently running game.

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Members

advancedTiming

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.

Default Value:
  • false
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deltaCap

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

Properties:
Name Type Description
elapsed number

Elapsed time since the last frame (in ms).

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events

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

Properties:
Name Type Description
fps number

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

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fpsMax

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

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

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

Properties:
Name Type Description
game Phaser.Game

Local reference to game.

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lastTime

Properties:
Name Type Description
lastTime number

Internal value used by timeToCall as part of the setTimeout loop

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msMax

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

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.

Default Value:
  • 1000
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<protected> now

Properties:
Name Type Description
now number

The time right now.

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<protected> pausedTime

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

Properties:
Name Type Description
pauseDuration number

Records how long the game was paused for in miliseconds.

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physicsElapsed

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

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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timeToCall

Properties:
Name Type Description
timeToCall number

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

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Methods

<protected> boot()

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

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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).

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Returns:

The Timer object that was created.

Type
Phaser.Timer

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).

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Returns:

Duration between given time and now (in seconds).

Type
number

elapsedSince(since) → {number}

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

removeAll()

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

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reset()

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

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totalElapsedSeconds() → {number}

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

<protected> 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, either performance.now or Date.now depending on the browser.

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Phaser Copyright © 2012-2014 Photon Storm Ltd.
Documentation generated by JSDoc 3.3.0-dev on Tue Apr 15 2014 02:52:40 GMT+0100 (BST) using the DocStrap template.