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 game time. They are scaled by Phaser.Time#slowMotion and do not advance when the game is paused.
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:
- src/time/Timer.js line 20
Members
-
<static, constant> HALF : integer
-
Number of milliseconds in half a second.
Type:
- integer
- Source:
- src/time/Timer.js line 168
-
<static, constant> MINUTE : integer
-
Number of milliseconds in a minute.
Type:
- integer
- Source:
- src/time/Timer.js line 154
-
<static, constant> QUARTER : integer
-
Number of milliseconds in a quarter of a second.
Type:
- integer
- Source:
- src/time/Timer.js line 175
-
<static, constant> SECOND : integer
-
Number of milliseconds in a second.
Type:
- integer
- Source:
- src/time/Timer.js line 161
-
autoDestroy : boolean
-
If true, the timer will automatically destroy itself after all the events have been dispatched (assuming no looping events).
Type:
- boolean
- Source:
- src/time/Timer.js line 44
-
<readonly> duration : number
-
The duration in ms remaining until the next event will occur.
Type:
- number
- Source:
- src/time/Timer.js line 636
-
<protected> elapsed : number
-
Elapsed time since the last frame (in ms).
Type:
- number
- Source:
- src/time/Timer.js line 57
-
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:
- Array.<Phaser.TimerEvent>
- Source:
- src/time/Timer.js line 62
-
<readonly> expired : boolean
-
An expired Timer is one in which all of its events have been dispatched and none are pending.
Type:
- boolean
- Source:
- src/time/Timer.js line 51
-
<protected> game : Phaser.Game
-
Local reference to game.
Type:
- Source:
- src/time/Timer.js line 28
-
<readonly> length : number
-
The number of pending events in the queue.
Type:
- number
- Source:
- src/time/Timer.js line 657
-
<readonly> ms : number
-
The duration in milliseconds that this Timer has been running for.
Type:
- number
- Source:
- src/time/Timer.js line 671
-
<readonly> next : number
-
The time at which the next event will occur.
Type:
- number
- Source:
- src/time/Timer.js line 622
-
<protected, readonly> nextTick : number
-
The time the next tick will occur.
Type:
- number
- Source:
- src/time/Timer.js line 78
-
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.Type:
- Source:
- src/time/Timer.js line 71
-
<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.
Type:
- boolean
- Source:
- src/time/Timer.js line 85
-
<readonly> running : boolean
-
True if the Timer is actively running.
Do not modify this boolean - use pause (and resume) to pause the timer.
Type:
- boolean
- Source:
- src/time/Timer.js line 38
-
<readonly> seconds : number
-
The duration in seconds that this Timer has been running for.
Type:
- number
- Source:
- src/time/Timer.js line 692
Methods
-
add(delay, callback, callbackContext, arguments)
-
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.
- Source:
- src/time/Timer.js line 210
Returns:
The Phaser.TimerEvent object that was created.
- Type
- Phaser.TimerEvent
-
<protected> adjustEvents()
-
Adjusts the time of all pending events and the nextTick by the given baseTime.
- Source:
- src/time/Timer.js line 514
-
<protected> clearPendingEvents()
-
Clears any events from the Timer which have pendingDelete set to true and then resets the private _len and _i values.
- Source:
- src/time/Timer.js line 366
-
destroy()
-
Destroys this Timer. Any pending Events are not dispatched. The onComplete callbacks won't be called.
- Source:
- src/time/Timer.js line 604
-
loop(delay, callback, callbackContext, arguments)
-
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.
- Source:
- src/time/Timer.js line 252
Returns:
The Phaser.TimerEvent object that was created.
- Type
- Phaser.TimerEvent
-
<protected> order()
-
Orders the events on this Timer so they are in tick order. This is called automatically when new events are created.
- Source:
- src/time/Timer.js line 330
-
pause()
-
Pauses the Timer and all events in the queue.
- Source:
- src/time/Timer.js line 474
-
remove(event)
-
Removes a pending TimerEvent from the queue.
Parameters:
Name Type Description event
Phaser.TimerEvent The event to remove from the queue.
- Source:
- src/time/Timer.js line 311
-
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:
- src/time/Timer.js line 590
-
repeat(delay, repeatCount, callback, callbackContext, arguments)
-
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.
- Source:
- src/time/Timer.js line 230
Returns:
The Phaser.TimerEvent object that was created.
- Type
- Phaser.TimerEvent
-
resume()
-
Resumes the Timer and updates all pending events.
- Source:
- src/time/Timer.js line 551
-
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:
- src/time/Timer.js line 272
-
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:
- src/time/Timer.js line 294
-
<protected> update(time)
-
The main Timer update event, called automatically by Phaser.Time.update.
Parameters:
Name Type Description time
number The time from the core game clock.
- Source:
- src/time/Timer.js line 388
Returns:
True if there are still events waiting to be dispatched, otherwise false if this Timer can be destroyed.
- Type
- boolean