var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, render: render }); function preload() { game.load.image('bisley', 'assets/pics/alex-bisleys_horsy_5.png'); } var picture; function create() { game.stage.backgroundColor = '#6688ee'; picture = game.add.sprite(game.world.centerX, game.world.centerY, 'bisley'); picture.anchor.setTo(0.5, 0.5); // Here we'll create a basic timed event. This is a one-off event, it won't repeat or loop: // The first parameter is how long to wait before the event fires. In this case 4 seconds (you could pass in 4000 as the value as well.) // The next parameter is the function to call ('fadePicture') and finally the context under which that will happen. game.time.events.add(Phaser.Timer.SECOND * 4, fadePicture, this); } function fadePicture() { game.add.tween(picture).to( { alpha: 0 }, 2000, Phaser.Easing.Linear.None, true); } function render() { game.debug.renderText("Time until event: " + game.time.events.duration, 32, 32); }