Skip to main content

time-and-timers

Use this skill when using timers and time-based events in Phaser 4. Covers TimerEvent, delayed calls, looping timers, the Clock plugin, and time scaling. Triggers on: timer, delay, delayedCall, TimerEvent, Clock, time event.

Quellinformationen

Repository
phaserjs/phaser
Letzte Quellaktivität
10. April 2026 um 12:38
Erkannte Sprache von SKILL.md
Englisch
Sterne
40.490
Forks
7.173

Installationsoptionen

Standardmäßig ist der Prompt ausgewählt, der zuerst die Quelle prüft. Sie können zu einem direkten Befehl wechseln oder eine lokale Kopie herunterladen.

Quelldateien prüfen

Lesen Sie SKILL.md und alle von SkillsMP angezeigten Begleitdateien, bevor Sie sich für eine Installation entscheiden.

SKILL.md wird angezeigt

SKILL.md
Quellanweisungen · Schreibgeschützte Vorschau
name
time-and-timers
description
Use this skill when using timers and time-based events in Phaser 4. Covers TimerEvent, delayed calls, looping timers, the Clock plugin, and time scaling. Triggers on: timer, delay, delayedCall, TimerEvent, Clock, time event.
# Time and Timers > Clock plugin, TimerEvent, delays, loops, Timeline event sequencing, pausing time, time scale, and delta time in Phaser 4. **Key source paths:** `src/time/Clock.js`, `src/time/TimerEvent.js`, `src/time/Timeline.js`, `src/time/typedefs/`, `src/time/events/` **Related skills:** ../scenes/SKILL.md, ../tweens/SKILL.md ## Quick Start ```js // In a Scene's create() method: // One-shot delayed call (fires once after 1 second) this.time.delayedCall(1000, () => { console.log('One second later'); }); // Repeating timer (fires 5 times, once every 500ms) this.time.addEvent({ delay: 500, callback: () => { console.log('tick'); }, repeat: 4 // 4 repeats = 5 total fires }); // Infinite loop timer this.time.addEvent({ delay: 1000, callback: this.spawnEnemy, callbackScope: this, loop: true }); ``` `this.time` is the scene's `Clock` instance (registered as the `'Clock'` plugin under the key `time`). It creates and manages `TimerEvent` objects that fire callbacks based on game time. ## Core Concepts ### Clock (this.time) The Clock is a Scene-level plugin that tracks game time and updates all of its TimerEvents each frame. Key properties: - **`now`** -- current time in ms (equivalent to `time` passed to the scene `update` method). - **`startTime`** -- timestamp when the scene started. - **`timeScale`** -- multiplier applied to delta time. Default `1`. Values above 1 speed up all timers; below 1 slow them down; `0` freezes time. - **`paused`** -- when `true`, no TimerEvents are updated. The Clock listens to `PRE_UPDATE` (to flush pending additions/removals) and `UPDATE` (to tick active events). It is automatically shut down and destroyed with the scene. ### TimerEvent A TimerEvent accumulates elapsed time each frame: `elapsed += delta * clock.timeScale * event.timeScale`. When `elapsed >= delay`, the callback fires. After all repeats are exhausted the event is removed from the Clock on the next frame. Key properties set via config: `delay`, `repeat`, `loop`, `callback`, `callbackScope`, `args`, `timeScale`, `startAt`, `paused`. ### Timeline (this.add.timeline) A Timeline is a sequencer for scheduling actions at specific points in time. Unlike the Clock (which manages independent timers), a Timeline runs a linear sequence of events keyed by absolute or relative timestamps. ```js const timeline = this.add.timeline([ { at: 0, run: () => { /* immediate */ } }, { at: 1000, run: () => { /* at 1s */ } }, { at: 2500, tween: { targets: sprite, alpha: 0, duration: 500 } } ]); timeline.play(); ``` Timelines always start **paused**. You must call `play()` to start them. They are created via the GameObjectFactory and destroyed automatically when the scene shuts down. ## Common Patterns ### Delayed Call ```js // Shorthand -- fires once, no repeat this.time.delayedCall(2000, () => { this.scene.start('GameOver'); }); ``` ### Repeating Timer with Finite Count ```js // repeat: 9 means 10 total fires (1 initial + 9 repeats) const timer = this.time.addEvent({ delay: 200, callback: this.fireBullet, callbackScope: this, repeat: 9 }); // Check progress timer.getRepeatCount(); // repeats remaining timer.getOverallProgress(); // 0..1 across all repeats ``` ### Infinite Loop ```js const spawner = this.time.addEvent({ delay: 3000, callback: this.spawnWave, callbackScope: this, loop: true }); // Stop it later spawner.remove(); // or spawner.paused = true to pause ``` Setting `repeat: -1` is equivalent to `loop: true`. ### First-Fire Shortcut with startAt ```js // First fire happens quickly (after 100ms), then every 2s this.time.addEvent({ delay: 2000, callback: this.heartbeat, callbackScope: this, loop: true, startAt: 1900 // pre-fill elapsed so first fire is at 100ms }); ``` ### Stopping and Removing Timers ```js const timer = this.time.addEvent({ delay: 1000, loop: true, callback: fn }); // Option 1: Remove from clock (schedules removal next frame) timer.remove(); // silently expires timer.remove(true); // fires callback one last time, then expires // Option 2: Remove via Clock this.time.removeEvent(timer); // Option 3: Remove all timers this.time.removeAllEvents(); ``` ### Pausing and Resuming ```js // Pause the entire Clock (all timers freeze) this.time.paused = true; this.time.paused = false; // Pause a single timer timer.paused = true; timer.paused = false; ``` ### Time Scale (Slow Motion / Fast Forward) ```js // Slow all timers in this scene to half speed this.time.timeScale = 0.5; // Speed up a single timer to 2x timer.timeScale = 2; // Combined: effective scale = clock.timeScale * event.timeScale // So 0.5 * 2 = 1x for that specific timer ``` ### Reading Timer State ```js timer.getProgress(); // 0..1 for current iteration timer.getOverallProgress(); // 0..1 across all repeats timer.getElapsed(); // ms elapsed this iteration timer.getElapsedSeconds(); // seconds elapsed this iteration timer.getRemaining(); // ms until next fire timer.getRemainingSeconds(); // seconds until next fire timer.getOverallRemaining(); // ms until final fire timer.getOverallRemainingSeconds(); // seconds until final fire timer.getRepeatCount(); // repeats left ``` ### Timeline: Sequencing Events ```js const timeline = this.add.timeline([ { at: 0, run: () => { this.title.setAlpha(1); }, sound: 'intro' }, { at: 2000, tween: { targets: this.title, y: 100, duration: 1000 }, sound: { key: 'whoosh', config: { volume: 0.5 } } }, { at: 4000, set: { alpha: 0 }, target: this.title, event: 'INTRO_DONE' } ]); timeline.on('INTRO_DONE', (target) => { /* custom event */ }); timeline.on('complete', (tl) => { /* all events ran */ }); timeline.play(); ``` ### Timeline: Relative Timing with `from` and `in` ```js const timeline = this.add.timeline([ { at: 1000, run: stepOne }, // absolute: 1s from start { from: 500, run: stepTwo }, // relative: 500ms after previous (1.5s) { from: 1000, run: stepThree } // relative: 1000ms after previous (2.5s) ]); ``` - **`at`** -- absolute ms from timeline start (default 0). - **`in`** -- offset from current `elapsed` time (useful when adding events to a running timeline). - **`from`** -- offset from the previous event's start time. Priority: `from` overrides `in`, which overrides `at`. ### Timeline: Conditional Events ```js const timeline = this.add.timeline([ { at: 5000, if: () => this.player.health > 0, run: () => { this.showBonusRound(); } } ]); ``` If the `if` callback returns `false`, the event is skipped (marked complete but actions are not executed). ### Timeline: Looping ```js const timeline = this.add.timeline([ { at: 0, run: () => console.log('start') }, { at: 1000, run: () => console.log('end') } ]); timeline.repeat().play(); // infinite loop timeline.repeat(3).play(); // loop 3 additional times (4 total runs) timeline.repeat(false).play(); // no looping ``` The `loop` callback on a TimelineEventConfig fires on repeat iterations (not the first run). ### Timeline: Pause, Resume, Stop, Reset ```js timeline.pause(); // freezes elapsed counter and pauses spawned tweens timeline.resume(); // resumes elapsed counter and unpauses spawned tweens timeline.stop(); // sets paused=true, complete=true timeline.reset(); // elapsed=0, all events marked incomplete, starts playing timeline.isPlaying(); // true if not paused and not complete timeline.getProgress(); // 0..1 based on events completed / total events ``` ### Timeline: Time Scale ```js timeline.timeScale = 2; // double speed timeline.timeScale = 0.5; // half speed ``` Note: Timeline `timeScale` does not affect tweens created by the timeline. Set tween timeScale separately. ### Timeline: Full Cutscene Example Timelines excel at choreographing cutscenes with mixed actions (callbacks, tweens, sounds, property sets, and custom events): ```js class CutsceneScene extends Phaser.Scene { create() { const timeline = this.add.timeline([ { at: 0, run: () => { console.log('Start!'); } }, { at: 1000, tween: { targets: this.player, x: 400, duration: 500, ease: 'Power2' } }, { at: 1500, sound: 'doorOpen' }, { at: 2000, set: { visible: true }, target: this.door }, { from: 500, run: () => { console.log('Relative timing'); } }, { at: 5000, event: 'cutsceneDone', stop: true } ]); timeline.on('cutsceneDone', () => { this.scene.start('GameScene'); }); timeline.play(); } } ``` ### Timer Reset and Reuse A completed `TimerEvent` can be reset with a new config and re-added to the Clock: ```js const timer = this.time.addEvent({ delay: 1000, callback: this.phase1, callbackScope: this, repeat: 2 }); // Later, after it completes, reconfigure and re-add: timer.reset({ delay: 500, callback: this.phase2, callbackScope: this, repeat: 4 }); this.time.addEvent(timer); // must re-add; reset() alone does not schedule it ``` ## Configuration Reference ### TimerEventConfig | Property | Type | Default | Description | |---|---|---|---| | `delay` | number | `0` | Delay in ms before the callback fires | | `repeat` | number | `0` | Times to repeat after first fire. Use `-1` for infinite | | `loop` | boolean | `false` | If `true`, repeats indefinitely (same as `repeat: -1`) | | `callback` | function | -- | Function called when the timer fires | | `callbackScope` | any | TimerEvent | The `this` context for the callback | | `args` | Array | `[]` | Extra arguments passed to the callback | | `timeScale` | number | `1` | Per-event time multiplier | | `startAt` | number | `0` | Pre-fill elapsed time in ms (makes first fire happen sooner) | | `paused` | boolean | `false` | Start the timer in a paused state | ### TimelineEventConfig | Property | Type | Default | Description | |---|---|---|---| | `at` | number | `0` | Absolute time in ms from timeline start | | `in` | number | -- | Offset from current elapsed (overrides `at`) | | `from` | number | -- | Offset from previous event time (overrides `at` and `in`) | | `run` | function | -- | Callback invoked when event fires | | `loop` | function | -- | Callback invoked on repeat iterations (not first run) | | `if` | function | -- | Guard function; return `false` to skip the event | | `event` | string | -- | Event name emitted on the Timeline instance | | `target` | any | -- | Scope for `run`/`loop`/`if` and target for `set` | | `set` | object | -- | Key-value pairs applied to `target` when event fires |
Auf GitHub ansehen
Diese SKILL.md ist sehr gross, daher zeigt SkillsMP hier nur den ersten Abschnitt. Auf GitHub ansehen