Phaser FPS Example

In the console, I would expect the time elapsed to be different for each fps value

HTML

<!DOCTYPE html>
<html>

  <head>
    <script src="//cdn.jsdelivr.net/npm/phaser@3.24.1/dist/phaser.min.js"></script>
    <meta charset="UTF-8" />
  </head>

  <body>
    <div id="phaser-example">

    </div>
  </body>

</html>

JavaScript

var Fps = new Phaser.Class({

    Extends: Phaser.Scene,

    initialize:

    function fps ()
    {
        Phaser.Scene.call(this, { key: 'Fps' });

        this.tick;

    },

    preload: function ()
    {
        this.load.atlas('assets', 'assets/games/breakout/breakout.png', 'assets/games/breakout/breakout.json');
    },

    create: function ()
    {
        this.physics.world.setFPS(120);
        console.log("FPS", this.physics.world.fps)
        this.startTime = performance.now()
        this.tick = 0;
    },

    update: function ()
    {
        
        if (++this.tick === 500) {
            console.log(performance.now() - this.startTime)
        }
            
    }


});

var config = {
    type: Phaser.WEBGL,
    width: 800,
    height: 600,
    parent: 'phaser-example',
    scene: [ Fps ],
    physics: {
        default: 'arcade'
    }
};

var game = new Phaser.Game(config);