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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers from the team at Phaser Studio Inc.

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--- 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 | | `tween` | TweenConfig | -- | Tween config or instance created when event fires | | `sound` | string/object | -- | Sound key or `{ key, config }` to play | | `once` | boolean | `false` | Remove this event after it fires | | `stop` | boolean | `false` | Stop the entire timeline when this event fires | ### TimelineEvent (Internal) The processed event object stored in `timeline.events[]`. Extends config with: | Property | Type | Description | |---|---|---| | `complete` | boolean | Whether this event has fired | | `time` | number | Resolved absolute time in ms | | `repeat` | number | How many times this event has repeated | | `tweenInstance` | Tween/TweenChain | Reference to spawned tween (if any) | ## Events ### Timeline Events | Event | Constant | Listener Signature | Fired When | |---|---|---|---| | `'complete'` | `Phaser.Time.Events.COMPLETE` | `(timeline)` | All timeline events have been run | Custom events via the `event` property in TimelineEventConfig are also emitted on the Timeline instance with signature `(target)`. ### TimerEvent / Clock TimerEvent and Clock do not emit EventEmitter events. Timers use the `callback` property directly. The Clock is managed by scene lifecycle events (`PRE_UPDATE`, `UPDATE`, `SHUTDOWN`, `DESTROY`). ## API Quick Reference ### Clock (this.time) | Method | Signature | Returns | Description | |---|---|---|---| | `addEvent` | `(config \| TimerEvent)` | `TimerEvent` | Create and schedule a timer event | | `delayedCall` | `(delay, callback, args?, scope?)` | `TimerEvent` | Shorthand for a one-shot delayed call | | `removeEvent` | `(event \| event[])` | `this` | Remove specific timer(s) | | `removeAllEvents` | `()` | `this` | Schedule removal of all active timers | | `clearPendingEvents` | `()` | `this` | Clear timers not yet added to active list | | Property | Type | Description | |---|---|---| | `now` | number | Current clock time in ms | | `startTime` | number | Time the scene started | | `timeScale` | number | Delta multiplier for all timers | | `paused` | boolean | Freeze all timers | ### TimerEvent | Method | Returns | Description | |---|---|---| | `getProgress()` | number | 0..1 progress of current iteration | | `getOverallProgress()` | number | 0..1 progress across all repeats | | `getElapsed()` | number | Elapsed ms this iteration | | `getElapsedSeconds()` | number | Elapsed seconds this iteration | | `getRemaining()` | number | Ms until next fire | | `getRemainingSeconds()` | number | Seconds until next fire | | `getOverallRemaining()` | number | Ms until final fire | | `getOverallRemainingSeconds()` | number | Seconds until final fire | | `getRepeatCount()` | number | Repeats remaining | | `remove(dispatchCallback?)` | void | Expire the timer (optionally fire callback) | | `reset(config)` | TimerEvent | Reinitialize with new config | | `destroy()` | void | Null out callback references | ### Timeline (this.add.timeline) | Method | Signature | Returns | Description | |---|---|---|---| | `add` | `(config \| config[])` | `this` | Append events to the timeline | | `play` | `(fromStart?)` | `this` | Start playing (default resets to start) | | `pause` | `()` | `this` | Pause timeline and spawned tweens | | `resume` | `()` | `this` | Resume timeline and spawned tweens | | `stop` | `()` | `this` | Stop (sets paused + complete) | | `reset` | `(loop?)` | `this` | Reset elapsed and all events to incomplete | | `repeat` | `(amount?)` | `this` | Set loop count (-1/true=infinite, false=none) | | `clear` | `()` | `this` | Remove all events, reset elapsed, pause | | `isPlaying` | `()` | boolean | True if not paused and not complete | | `getProgress` | `()` | number | 0..1 based on completed event count | | Property | Type | Description | |---|---|---| | `elapsed` | number | Current elapsed time in ms | | `timeScale` | number | Delta multiplier (does not affect spawned tweens) | | `paused` | boolean | Whether timeline is paused | | `complete` | boolean | Whether all events have run | | `loop` | number | Number of additional loops (0=none, -1=infinite) | | `iteration` | number | Current loop iteration | | `totalComplete` | number | Count of events that have fired | | `events` | TimelineEvent[] | The internal event array | ## Gotchas 1. **repeat vs total fires.** `repeat: 4` means 5 total callback invocations (1 initial + 4 repeats). This is a common off-by-one source. 2. **Zero delay with repeat throws.** A `TimerEvent` with `delay: 0` and any repeat/loop will throw `'TimerEvent infinite loop created via zero delay'`. 3. **Timelines start paused.** You must call `timeline.play()` after creation. Forgetting this is a frequent mistake. 4. **Timeline timeScale does not affect tweens.** Setting `timeline.timeScale` only scales the timeline's own elapsed counter. Tweens created by the timeline run at their own speed. Set tween `timeScale` separately or use the TweenManager. 5. **once events are removed permanently.** Timeline events with `once: true` are spliced out after firing and will not reappear on `reset()` or when looping. 6. **Timer additions are deferred.** `addEvent()` pushes to a pending list processed in `preUpdate`. The timer will not be active until the next frame. 7. **Clock paused vs timeScale 0.** Both freeze timers, but `paused = true` skips the update loop entirely, while `timeScale = 0` still runs the loop with zero delta. Prefer `paused` for a full freeze. 8. **callbackScope default.** If you omit `callbackScope`, the TimerEvent itself becomes `this` inside the callback, not the scene. Use arrow functions or pass `callbackScope: this` explicitly. 9. **Reusing TimerEvent instances.** You can pass a `TimerEvent` object to `addEvent()`, but it must not be in a completed state. The Clock will reset its elapsed and dispatch state. 10. **Timeline `from` chains.** Each `from` offset is relative to the previous event's resolved time, not the previous `from` value. Events are processed in array order. 11. **Scene pause pauses the Timeline.** When a scene is paused (`scene.pause()`), the Timeline's update loop stops too, since Timeline updates are driven by the scene's update step. 12. **`timer.reset()` does not re-add to Clock.** Calling `timer.reset(config)` reinitializes the timer but does not schedule it. You must call `this.time.addEvent(timer)` again after resetting. ## Source File Map | File | Description | |---|---| | `src/time/Clock.js` | Scene Clock plugin -- creates, updates, removes TimerEvents | | `src/time/TimerEvent.js` | Individual timer -- delay, repeat, loop, progress tracking | | `src/time/Timeline.js` | Event sequencer -- scheduled actions, tweens, sounds, looping | | `src/time/typedefs/TimerEventConfig.js` | Config typedef for `addEvent()` | | `src/time/typedefs/TimelineEventConfig.js` | Config typedef for `timeline.add()` | | `src/time/typedefs/TimelineEvent.js` | Internal event object typedef | | `src/time/events/COMPLETE_EVENT.js` | `'complete'` event constant for Timeline | | `src/time/events/index.js` | Events namespace barrel file |