debug/debug fps

 var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update, render:render });

var timer = 0;
var total = 0;

function preload() {
    
    //  Advanced profiling, including the fps rate, fps min/max, suggestedFps and msMin/msMax are updated
    game.time.advancedTiming = true;

    //  37x45 is the size of each frame
    //  There are 18 frames in the PNG - you can leave this value blank if the frames fill up the entire PNG, but in this case there are some
    //  blank frames at the end, so we tell the loader how many to load
    game.load.spritesheet('mummy', 'assets/sprites/metalslug_mummy37x45.png', 37, 45, 18);

}

function create() {

    releaseMummy();

}

function releaseMummy() {

    var mummy = game.add.sprite(-(Math.random() * 800), game.world.randomY, 'mummy');

    mummy.scale.setTo(2, 2);

    //  If you prefer to work in degrees rather than radians then you can use Phaser.Sprite.angle
    //  otherwise use Phaser.Sprite.rotation
    mummy.angle = game.rnd.angle();

    mummy.animations.add('walk');
    mummy.animations.play('walk', 20, true);

    game.add.tween(mummy).to({ x: game.width + (1600 + mummy.x) }, 20000, Phaser.Easing.Linear.None, true);

    total++;
    timer = game.time.now + 100;

}

function update() {

    if (total < 500 && game.time.now > timer) {
        releaseMummy();
    }

}

function render() {

    //  FPS debug info
    game.debug.text('FPS: ' + game.time.fps || 'FPS: --', 40, 40, "#00ff00");

}