P2.js delta time or independent frame rate

hello, I have a question, regarding how to implement delta time using p2.js I know on ARCADE I can just use update(time,delta){} but I don’t know how I can do it using p2.js, do you think if I use this code: this.game.physics.p2.useElapsedTime = true; will this work?

this is an example of basic movement. and I want to implement delta time to it

var game = new Phaser.Game(800, 600, Phaser.CANVAS, ‘phaser-example’, { preload: preload, create: create, update: update });

function preload() {

game.load.image('atari', 'assets/sprites/atari130xe.png');
game.load.image('sky', 'assets/skies/sunset.png');

}

var sprite;
var cursors;

function create() {

game.add.image(0, 0, 'sky');

//	Enable p2 physics
game.physics.startSystem(Phaser.Physics.P2JS);

//  Make things a bit more bouncey
game.physics.p2.defaultRestitution = 0.8;

//  Add a sprite
sprite = game.add.sprite(200, 200, 'atari');

//  Enable if for physics. This creates a default rectangular body.
game.physics.p2.enable(sprite);

//  Modify a few body properties
sprite.body.setZeroDamping();
sprite.body.fixedRotation = true;

text = game.add.text(20, 20, 'move with arrow keys', { fill: '#ffffff' });

cursors = game.input.keyboard.createCursorKeys();

}

function update() {

sprite.body.setZeroVelocity();

if (cursors.left.isDown)
{
	sprite.body.moveLeft(400);
}
else if (cursors.right.isDown)
{
	sprite.body.moveRight(400);
}

if (cursors.up.isDown)
{
	sprite.body.moveUp(400);
}
else if (cursors.down.isDown)
{
	sprite.body.moveDown(400);
}

}