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Bug in Phaser.Timer w/r/t game.time.slowMotion?


drhayes
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There's an effect in my game where the player can make the game run in slow motion. I just recently added gargoyles that fire a number of fireballs after a delay.

 

When the game is running in slow motion the timer doesn't take it into effect, so my fireballs stack up a lot closer than they did without it.

 

I'm not sure this is intentional or not, hence the forum post instead of a bug.

 

Here's a test-case: http://jsbin.com/nutavu/edit?js,output

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