Class: 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, 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.

Animations, lifespan, particles, physics, timers, and tweens use game time, represented by Phaser.Time#delta and Phaser.Time#deltaTotal. Game time is scaled by Phaser.Time#slowMotion and does not advance when paused.

Input, sounds, and the Scale Manager use clock time, represented by Phaser.Time#time.

Parameters:
Name Type Description
game Phaser.Game

A reference to the currently running game.

Source:
src/time/Time.js line 26

Members

advancedTiming : boolean

If true then advanced profiling, including the fps rate, fps min/max, suggestedFps and msMin/msMax are updated. This isn't expensive, but displaying it with Phaser.Utils.Debug#text can be, especially in WebGL mode.

Type:
  • boolean
Source:
src/time/Time.js line 152

delta : number

The current game step interval in milliseconds.

Type:
  • number
Source:
src/time/Time.js line 93

deltaMax : number

The maximum acceptable step interval in milliseconds, based on desiredMinFps. You can also set this directly.

Type:
  • number
Source:
src/time/Time.js line 105

deltaTotal : number

The total of all step intervals in milliseconds.

Type:
  • number
Source:
src/time/Time.js line 99

desiredFps : integer

The number of logic updates per second.

This is used is used to calculate Phaser.Time#delta when Phaser.Game#forceSingleUpdate is off.

The render rate is unaffected unless you also turn off Phaser.Game#forceSingleRender.

Type:
  • integer
Default Value:
  • 60
Source:
src/time/Time.js line 606

<protected> desiredFpsMult : integer

The desired step interval in seconds, based on desiredFps.

Type:
  • integer
Source:
src/time/Time.js line 112

desiredMinFps : integer

The smallest acceptable logic update rate.

This is used is used to calculate Phaser.Time#deltaMax.

It should be substantially smaller than Phaser.Time#desiredFps.

Type:
  • integer
Default Value:
  • 5
Source:
src/time/Time.js line 632

<protected> elapsed : number

Elapsed time since the last time update, in milliseconds, based on now.

This value may include time that the game is paused/inactive.

While the game is active, this will be similar to (1000 / fps).

This is updated only once per animation frame, even if multiple logic update steps are done.

Don't use this for game timing. Use delta instead.

Type:
  • number
Source:
src/time/Time.js line 72
See:
  • Phaser.Time.time

<protected> elapsedMS : integer

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.

This is updated at each logic update, possibly more than once per game loop. If multiple consecutive logic update steps are done, elapsedMS will be close to zero after the first.

Don't use this for game timing. Use deltaTime instead.

Type:
  • integer
Source:
src/time/Time.js line 87

events : Phaser.Timer

A Phaser.Timer object bound to the master clock (this Time object) which events can be added to.

Type:
Source:
src/time/Time.js line 268

<readonly> fps : number

Advanced timing result: Frames per second.

Only calculated if advancedTiming is enabled.

Type:
  • number
Source:
src/time/Time.js line 188

fpsMax : number

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.

Type:
  • number
Source:
src/time/Time.js line 224

fpsMin : number

Advanced timing result: The lowest rate the fps has dropped to.

Only calculated if advancedTiming is enabled. This value can be manually reset.

Type:
  • number
Source:
src/time/Time.js line 215

<readonly> frames : integer

Advanced timing result: The number of animation frames received from the browser in the last second.

Only calculated if advancedTiming is enabled.

Type:
  • integer
Source:
src/time/Time.js line 161

<protected> game : Phaser.Game

Local reference to game.

Type:
Source:
src/time/Time.js line 32

msMax : number

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.

Type:
  • number
Source:
src/time/Time.js line 243

msMin : number

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.

Type:
  • number
Default Value:
  • 1000
Source:
src/time/Time.js line 234

<protected> now : number

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.

This is updated only once per animation frame, even if multiple logic update steps are done.

Type:
  • number
Source:
src/time/Time.js line 55

pauseDuration : number

Records how long the game was last paused, in milliseconds. (This is not updated until the game is resumed.)

Type:
  • number
Source:
src/time/Time.js line 250

<readonly> renders : integer

Advanced timing result: The number of renders made in the last second.

Only calculated if advancedTiming is enabled.

Type:
  • integer
Source:
src/time/Time.js line 179

<readonly> rps : number

Advanced timing result: Renders per second.

Only calculated if advancedTiming is enabled.

Type:
  • number
Source:
src/time/Time.js line 206

slowMotion : number

Scaling factor to make the game move smoothly in slow motion (or fast motion)

  • 1.0 = normal speed
  • 2.0 = half speed
  • 0.5 = double speed
Type:
  • number
Default Value:
  • 1
Source:
src/time/Time.js line 145

suggestedFps : number

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.

Type:
  • number
Source:
src/time/Time.js line 133

<protected> time : integer

The Date.now() value when the time was last updated.

Type:
  • integer
Source:
src/time/Time.js line 39

<protected> timeExpected : number

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

Type:
  • number
Source:
src/time/Time.js line 262

<protected> timeToCall : number

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

Type:
  • number
Source:
src/time/Time.js line 256

<readonly> updates : integer

Advanced timing result: The number of logic updates made in the last second.

Only calculated if advancedTiming is enabled.

Type:
  • integer
Source:
src/time/Time.js line 170

<readonly> ups : number

Advanced timing result: Logic updates per second.

Only calculated if advancedTiming is enabled.

Type:
  • number
Source:
src/time/Time.js line 197

Methods

add(timer)

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

Parameters:
Name Type Description
timer Phaser.Timer

An existing Phaser.Timer object.

Source:
src/time/Time.js line 323
Returns:

The given Phaser.Timer object.

Type
Phaser.Timer

<protected> boot()

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

Source:
src/time/Time.js line 309

create( [autoDestroy])

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).

Source:
src/time/Time.js line 337
Returns:

The Timer object that was created.

Type
Phaser.Timer

elapsedSecondsSince(since)

How long has passed since the given time (in seconds).

Parameters:
Name Type Description
since number

The time you want to measure (in seconds).

Source:
src/time/Time.js line 581
Returns:

Duration between given time and now (in seconds).

Type
number

elapsedSince(since)

How long has passed since the given time.

Parameters:
Name Type Description
since number

The time you want to measure against.

Source:
src/time/Time.js line 569
Returns:

The difference between the given time and now.

Type
number

refresh()

Refreshes the Time.time and Time.elapsedMS properties from the system clock.

Source:
src/time/Time.js line 372

removeAll()

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

Source:
src/time/Time.js line 355

reset()

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

Source:
src/time/Time.js line 593

totalElapsedSeconds()

The number of seconds that have elapsed since the game was started.

Source:
src/time/Time.js line 558
Returns:

The number of seconds that have elapsed since the game was started.

Type
number

<protected> update(time)

Updates the game clock and advanced timing data (if enabled) from the given timestamp.

This is called automatically by Phaser.Game once per animation frame (RAF or setTimeout).

Parameters:
Name Type Description
time number

The current relative timestamp; see now.

Source:
src/time/Time.js line 385

phaser-ce@2.20.0 is on GitHub and NPM

Documentation generated by JSDoc 3.6.7 on 2022-12-10 using Tomorrow.