Phaser. Timer

new Timer(game, autoDestroy)

A Timer is a way to create and manage timer events that wait for a specific duration and then run a callback.
Many different timer events, with individual delays, can be added to the same Timer.

All Timer delays are in milliseconds (there are 1000 ms in 1 second); so a delay value of 250 represents a quarter of a second.

Timers are based on real life time, adjusted for game pause durations.
That is, timer events are based on elapsed game time and do not take physics time or slow motion into account.

Parameters:
Name Type Argument Default Description
game Phaser.Game

A reference to the currently running game.

autoDestroy boolean <optional>
true

If true, the timer will automatically destroy itself after all the events have been dispatched (assuming no looping events).

Source - time/Timer.js, line 21

Members

<static, constant> HALF :integer

Number of milliseconds in half a second.

Source - time/Timer.js, line 175

<static, constant> MINUTE :integer

Number of milliseconds in a minute.

Source - time/Timer.js, line 161

<static, constant> QUARTER :integer

Number of milliseconds in a quarter of a second.

Source - time/Timer.js, line 182

<static, constant> SECOND :integer

Number of milliseconds in a second.

Source - time/Timer.js, line 168

autoDestroy :boolean

If true, the timer will automatically destroy itself after all the events have been dispatched (assuming no looping events).

Source - time/Timer.js, line 45

<readonly> duration :number

The duration in ms remaining until the next event will occur.

Source - time/Timer.js, line 677

<internal> elapsed :number

Elapsed time since the last frame (in ms).

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source - time/Timer.js, line 58

events :Array.<Phaser.TimerEvent>

An array holding all of this timers Phaser.TimerEvent objects. Use the methods add, repeat and loop to populate it.

Type:
Source - time/Timer.js, line 63

<readonly> expired :boolean

An expired Timer is one in which all of its events have been dispatched and none are pending.

Source - time/Timer.js, line 52

<internal> game :Phaser.Game

Local reference to game.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source - time/Timer.js, line 29

<readonly> length :number

The number of pending events in the queue.

Source - time/Timer.js, line 699

<readonly> ms :number

The duration in milliseconds that this Timer has been running for.

Source - time/Timer.js, line 712

<readonly> next :number

The time at which the next event will occur.

Source - time/Timer.js, line 664

<internal, readonly> nextTick :number

The time the next tick will occur.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source - time/Timer.js, line 79

onComplete :Phaser.Signal

This signal will be dispatched when this Timer has completed which means that there are no more events in the queue.

The signal is supplied with one argument, timer, which is this Timer object.

Source - time/Timer.js, line 72

<readonly> paused :boolean

The paused state of the Timer. You can pause the timer by calling Timer.pause() and Timer.resume() or by the game pausing.

Source - time/Timer.js, line 91

<readonly> running :boolean

True if the Timer is actively running.

Do not modify this boolean - use pause (and resume) to pause the timer.

Source - time/Timer.js, line 39

<readonly> seconds :number

The duration in seconds that this Timer has been running for.

Source - time/Timer.js, line 734

timeCap :number

If the difference in time between two frame updates exceeds this value, the event times are reset to avoid catch-up situations.

Source - time/Timer.js, line 84

Methods

add(delay, callback, callbackContext, arguments) → {Phaser.TimerEvent}

Adds a new Event to this Timer.

The event will fire after the given amount of delay in milliseconds has passed, once the Timer has started running.
The delay is in relation to when the Timer starts, not the time it was added. If the Timer is already running the delay will be calculated based on the timers current time.

Make sure to call start after adding all of the Events you require for this Timer.

Parameters:
Name Type Argument Description
delay integer

The number of milliseconds, in game time, before the timer event occurs.

callback function

The callback that will be called when the timer event occurs.

callbackContext object

The context in which the callback will be called.

arguments * <repeatable>

Additional arguments that will be supplied to the callback.

Returns:

The Phaser.TimerEvent object that was created.

Source - time/Timer.js, line 228

<internal> adjustEvents()

Adjusts the time of all pending events and the nextTick by the given baseTime.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source - time/Timer.js, line 552

<internal> clearPendingEvents()

Clears any events from the Timer which have pendingDelete set to true and then resets the private _len and _i values.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source - time/Timer.js, line 392

destroy()

Destroys this Timer. Any pending Events are not dispatched.
The onComplete callbacks won't be called.

Source - time/Timer.js, line 646

loop(delay, callback, callbackContext, arguments) → {Phaser.TimerEvent}

Adds a new looped Event to this Timer that will repeat forever or until the Timer is stopped.

The event will fire after the given amount of delay in milliseconds has passed, once the Timer has started running.
The delay is in relation to when the Timer starts, not the time it was added. If the Timer is already running the delay will be calculated based on the timers current time.

Make sure to call start after adding all of the Events you require for this Timer.

Parameters:
Name Type Argument Description
delay integer

The number of milliseconds, in game time, before the timer event occurs.

callback function

The callback that will be called when the timer event occurs.

callbackContext object

The context in which the callback will be called.

arguments * <repeatable>

Additional arguments that will be supplied to the callback.

Returns:

The Phaser.TimerEvent object that was created.

Source - time/Timer.js, line 272

<internal> order()

Orders the events on this Timer so they are in tick order.
This is called automatically when new events are created.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source - time/Timer.js, line 354

pause()

Pauses the Timer and all events in the queue.

Source - time/Timer.js, line 510

remove(event)

Removes a pending TimerEvent from the queue.

Parameters:
Name Type Description
event Phaser.TimerEvent

The event to remove from the queue.

Source - time/Timer.js, line 334

removeAll()

Removes all Events from this Timer and all callbacks linked to onComplete, but leaves the Timer running.
The onComplete callbacks won't be called.

Source - time/Timer.js, line 631

repeat(delay, repeatCount, callback, callbackContext, arguments) → {Phaser.TimerEvent}

Adds a new TimerEvent that will always play through once and then repeat for the given number of iterations.

The event will fire after the given amount of delay in milliseconds has passed, once the Timer has started running.
The delay is in relation to when the Timer starts, not the time it was added.
If the Timer is already running the delay will be calculated based on the timers current time.

Make sure to call start after adding all of the Events you require for this Timer.

Parameters:
Name Type Argument Description
delay integer

The number of milliseconds, in game time, before the timer event occurs.

repeatCount number

The number of times the event will repeat once is has finished playback. A repeatCount of 1 means it will repeat itself once, playing the event twice in total.

callback function

The callback that will be called when the timer event occurs.

callbackContext object

The context in which the callback will be called.

arguments * <repeatable>

Additional arguments that will be supplied to the callback.

Returns:

The Phaser.TimerEvent object that was created.

Source - time/Timer.js, line 249

resume()

Resumes the Timer and updates all pending events.

Source - time/Timer.js, line 590

start(delay)

Starts this Timer running.

Parameters:
Name Type Argument Default Description
delay integer <optional>
0

The number of milliseconds, in game time, that should elapse before the Timer will start.

Source - time/Timer.js, line 293

stop(clearEvents)

Stops this Timer from running. Does not cause it to be destroyed if autoDestroy is set to true.

Parameters:
Name Type Argument Default Description
clearEvents boolean <optional>
true

If true all the events in Timer will be cleared, otherwise they will remain.

Source - time/Timer.js, line 316

<internal> update(time) → {boolean}

The main Timer update event, called automatically by Phaser.Time.update.

Parameters:
Name Type Description
time number

The time from the core game clock.

Returns:
boolean -

True if there are still events waiting to be dispatched, otherwise false if this Timer can be destroyed.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source - time/Timer.js, line 415
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