 		/** @private */ private var	_skip:Number;
 		/** @private */ private var _prev:Number;
 		
+		// Debug timing information.
+		/** @private */ private var _updateTime:uint;
+		/** @private */ private var _renderTime:uint;
+		/** @private */ private var _gameTime:uint;
+		/** @private */ private var _flashTime:uint;
+		
 		// Game constants.
 		/** @private */ private const MAX_ELAPSED:Number = 0.0333;
 		/** @private */ private const MAX_FRAMESKIP:Number = 5;
 		/** @private */ private const TICK_RATE:uint = 4;
 		
 		// FrameRate tracking.
-		/** @private */ private var frameLast:uint = 0;
-		/** @private */ private var frameListSum:uint = 0;
-		/** @private */ private var frameList:Vector.<uint> = new Vector.<uint>;
+		/** @private */ private var _frameLast:uint = 0;
+		/** @private */ private var _frameListSum:uint = 0;
+		/** @private */ private var _frameList:Vector.<uint> = new Vector.<uint>;
 	}
 }
		 */
		public function update():void
		{
			if (!frameLast) frameLast = getTimer();
			if (FP._world.active)
			{
				if (FP._world._tween) FP._world.updateTweens();
				FP._world.update();
			}
			frameListSum += (frameList[frameList.length] = getTimer() - frameLast);
			if (frameList.length > 10) frameListSum -= frameList.shift();
			FP.frameRate = 1000 / (frameListSum / frameList.length);
			frameLast = getTimer();
		}
		
		/**

			// quit if a frame hasn't passed
			if (_delta < _rate) return;
			
			// update timer
			_gameTime = _time;
			FP._flashTime = _time - _flashTime;
			
			// update console
			if (FP._console) FP._console.update();
			
			// update loop
			if (_delta > _skip) _delta = _skip;
			while (_delta > _rate)
			{
				// update timer
				_updateTime = _time;
				_delta -= _rate;
				FP.elapsed = (_time - _prev) / 1000;
				if (FP.elapsed > MAX_ELAPSED) FP.elapsed = MAX_ELAPSED;
				FP.elapsed *= FP.rate;
				_prev = _time;
				
				// update loop
				if (!paused) update();
				
				// update input
				Input.update();
				
				// update timer
				_time = getTimer();
				FP._updateTime = _time - _updateTime;
			}
			
			// update timer
			_renderTime = _time;
			
			// render loop
			if (!paused) render();
			
			// update timer
			_time = _flashTime = getTimer();
			FP._renderTime = _time - _renderTime;
			FP._gameTime =  _time - _gameTime;
		}
		
		/** @private Switch Worlds if they've changed. */
		private function checkWorld():void
		{
			if (!FP._goto) return;
			FP._world.end();
