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time-and-timers

Included with Lifetime
$97 forever

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.

General

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 time
Files: 1
Size: 18.1 KB
Complexity: 22/100
Category: General

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