So I am building a game where I for some parts use tweens that interact with gameplay. Other parts of the gameplay are based on time.physicsElapsed.
I believe using time.physicsElapsedfor every frame (call to update) should cause the gameplay to slow down together with the fps, which is what I'd like to have as I have decided that is the most graceful way to deal with weak devices.
What I am confused about is how tweens are timed.
http://phaser.io/docs/2.6.2/Phaser.TweenManager.html#frameBased makes it look like only frameBased Tweens are using the physics time and that isn't the default setting.
http://phaser.io/docs/2.6.2/Phaser.Time.html explains that Physics Time is used for tweens. Which seems to contradict the above finding.
So if I combine tweens with other timings that work on counting time.physicsElapsedin each update() call will that work consistently or not? I am worried that fps drops will slow down some parts of the gameplay, but not others. Do I need to switch the tween manager to use frameBased tweens if I want it to stay in sync with the rest of the physics time in low fps situations or not?