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{"id":16238,"date":"2020-03-13T12:51:50","date_gmt":"2020-03-13T05:51:50","guid":{"rendered":"https:\/\/phasergames.com\/?p=16238"},"modified":"2020-03-18T16:09:15","modified_gmt":"2020-03-18T09:09:15","slug":"how-to-get-delta-time-in-phaser-3","status":"publish","type":"post","link":"https:\/\/phasergames.com\/how-to-get-delta-time-in-phaser-3\/","title":{"rendered":"How to get Delta Time in Phaser 3"},"content":{"rendered":"\n
Recently I had a project that required me to use Unity and I liked how the deltaTime was built in. I’ve been using elapsed time in a lot of code from Flash to Phaser, but it occurred to me that developers that were moving between Unity and Phaser might be looking for a way to get the Delta or elapsed time between two different events. In this simple example, I use the “pointerdown” event to show time between clicks.<\/p>\n\n\n\n
class SceneMain extends Phaser.Scene {\n constructor() {\n super('SceneMain');\n }\n preload() {}\n create() {\n \/\/record the start time\n this.start = this.getTime();\n\n \/\/add a listener for when the screen is clicked\n this.input.on('pointerdown',this.showDelta.bind(this));\n }\n getTime() {\n \/\/make a new date object\n let d = new Date();\n\n \/\/return the number of milliseconds since 1 January 1970 00:00:00.\n return d.getTime();\n }\n showDelta() {\n \/\/subtract the start time from the time now\n \/\/ \n let elapsed = this.getTime()-this.start;\n\n \/\/log the result\n console.log(\"delta time=\" + elapsed);\n\n \/\/reset the start time\n this.start = this.getTime();\n }\n update() {}\n}<\/code><\/pre>\n\n\n\n