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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.

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2026년 4월 10일 12:38
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time-and-timers
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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 |
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