This is the core internal game clock.
It manages the elapsed time and calculation of elapsed values, used for game object motion and tweens,
and also handles the standard Timer pool.
To create a general timed event, use the master Phaser.Timer accessible through events.
There are different types of time in Phaser:
Game time always runs at the speed of time in real life.
Unlike wall-clock time, game time stops when Phaser is paused.
Game time is used for timer events.
Physics time represents the amount of time given to physics calculations.
When slowMotion is in effect physics time runs slower than game time.
Like game time, physics time stops when Phaser is paused.
Physics time is used for physics calculations and tweens.
Wall-clock time represents the duration between two events in real life time.
This time is independent of Phaser and always progresses, regardless of if Phaser is paused.
Name | Type | Description |
---|---|---|
game | Phaser.Game | A reference to the currently running game. |
If true then advanced profiling, including the fps rate, fps min/max, suggestedFps and msMin/msMax are updated.
The desired frame rate of the game.
This is used is used to calculate the physic / logic multiplier and how to apply catch-up logic updates. The desired frame rate of the game. Defaults to 60.
The desiredFps multiplier as used by Game.update.
Elapsed time since the last time update, in milliseconds, based on now
.
This value may include time that the game is paused/inactive.
Note: This is updated only once per game loop - even if multiple logic update steps are done.
Use physicsTime as a basis of game/logic calculations instead.
The time in ms since the last time update, in milliseconds, based on time
.
This value is corrected for game pauses and will be "about zero" after a game is resumed.
Note: This is updated once per game loop - even if multiple logic update steps are done.
Use physicsTime as a basis of game/logic calculations instead.
A Phaser.Timer object bound to the master clock (this Time object) which events can be added to.
Advanced timing result: Frames per second.
Only calculated if advancedTiming is enabled.
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.
Advanced timing result: The lowest rate the fps has dropped to.
Only calculated if advancedTiming is enabled.
This value can be manually reset.
Advanced timing result: The number of render frames record in the last second.
Only calculated if advancedTiming is enabled.
Local reference to game.
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.
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.
An increasing value representing cumulative milliseconds since an undisclosed epoch.
While this value is in milliseconds and can be used to compute time deltas,
it must must not be used with Date.now()
as it may not use the same epoch / starting reference.
The source may either be from a high-res source (eg. if RAF is available) or the standard Date.now;
the value can only be relied upon within a particular game instance.
Records how long the game was last paused, in milliseconds.
(This is not updated until the game is resumed.)
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 system
is unable to consistently maintain the desired FPS.
With fixed-step updates this is normally equivalent to 1.0 / desiredFps
.
The physics update delta, in milliseconds - equivalent to physicsElapsed * 1000
.
The now
when the previous update occurred.
Scaling factor to make the game move smoothly in slow motion
The suggested frame rate for your game, based on an averaged real frame rate.
This value is only populated if Time.advancedTiming
is enabled.
Note: This is not available until after a few frames have passed; until then
it's set to the same value as desiredFps.
The Date.now()
value when the time was last updated.
The time when the next call is expected when using setTimer to control the update loop
The value that setTimeout needs to work out when to next update
Adds an existing Phaser.Timer object to the Timer pool.
Name | Type | Description |
---|---|---|
timer | Phaser.Timer | An existing Phaser.Timer object. |
The given Phaser.Timer object.
Called automatically by Phaser.Game after boot. Should not be called directly.
Creates a new stand-alone Phaser.Timer object.
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). |
The Timer object that was created.
How long has passed since the given time (in seconds).
Name | Type | Description |
---|---|---|
since | number | The time you want to measure (in seconds). |
Duration between given time and now (in seconds).
How long has passed since the given time.
Name | Type | Description |
---|---|---|
since | number | The time you want to measure against. |
The difference between the given time and now.
Refreshes the Time.time and Time.elapsedMS properties from the system clock.
Remove all Timer objects, regardless of their state and clears all Timers from the events timer.
Resets the private _started value to now and removes all currently running Timers.
The number of seconds that have elapsed since the game was started.
The number of seconds that have elapsed since the game was started.
Updates the game clock and if enabled the advanced timing data. This is called automatically by Phaser.Game.
Name | Type | Description |
---|---|---|
time | number | The current relative timestamp; see now. |
© 2016 Richard Davey, Photon Storm Ltd.
Licensed under the MIT License.
http://phaser.io/docs/2.6.2/Phaser.Time.html