var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, render: render }); function preload() { game.load.image('ball', 'assets/sprites/pangball.png'); } var counter = 0; var text = 0; function create() { game.stage.backgroundColor = '#6688ee'; text = game.add.text(game.world.centerX, game.world.centerY, 'Counter: 0', { font: "64px Arial", fill: "#ffffff", align: "center" }); text.anchor.setTo(0.5, 0.5); // Here we'll create a basic looped event. // A looped event is like a repeat event but with no limit, it will literally repeat itself forever, or until // The first parameter is how long to wait before the event fires. In this case 1 second (you could pass in 1000 as the value as well.) // The next two parameters are the function to call ('updateCounter') and the context under which that will happen. game.time.events.loop(Phaser.Timer.SECOND, updateCounter, this); } function updateCounter() { counter++; text.content = 'Counter: ' + counter; } function render() { game.debug.renderText("Time until event: " + game.time.events.duration.toFixed(0), 32, 32); game.debug.renderText("Next tick: " + game.time.events.next.toFixed(0), 32, 64); }