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.
What this skill does
# 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 timeRelated in General
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