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These archived docs are for Phaser 2.6.2 Phaser 3 docs can be found on newdocs.phaser.io.
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Constructor

Phaser. Timer

new Timer(game, autoDestroy)

A Timer is a way to create and manage timer events that wait for a specific duration and then run a callback.
Many different timer events, with individual delays, can be added to the same Timer.

All Timer delays are in milliseconds (there are 1000 ms in 1 second); so a delay value of 250 represents a quarter of a second.

Timers are based on real life time, adjusted for game pause durations.
That is, timer events are based on elapsed game time and do not take physics time or slow motion into account.

Parameters
Name Type Argument Default Description
game Phaser.Game

A reference to the currently running game.

autoDestroy boolean <optional>
true

If true, the timer will automatically destroy itself after all the events have been dispatched (assuming no looping events).

Source code: time/Timer.js (Line 21)

Public Properties

[static] HALF : integer

Number of milliseconds in half a second.

Source code: time/Timer.js (Line 175)

[static] MINUTE : integer

Number of milliseconds in a minute.

Source code: time/Timer.js (Line 161)

[static] QUARTER : integer

Number of milliseconds in a quarter of a second.

Source code: time/Timer.js (Line 182)

[static] SECOND : integer

Number of milliseconds in a second.

Source code: time/Timer.js (Line 168)

autoDestroy : boolean

If true, the timer will automatically destroy itself after all the events have been dispatched (assuming no looping events).

Source code: time/Timer.js (Line 45)

[readonly] duration : number

The duration in ms remaining until the next event will occur.

Source code: time/Timer.js (Line 677)

<internal> elapsed : number

Elapsed time since the last frame (in ms).

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source code: time/Timer.js (Line 58)

events : Array.<Phaser.TimerEvent>

An array holding all of this timers Phaser.TimerEvent objects. Use the methods add, repeat and loop to populate it.

Type
Source code: time/Timer.js (Line 63)

[readonly] expired : boolean

An expired Timer is one in which all of its events have been dispatched and none are pending.

Source code: time/Timer.js (Line 52)

<internal> game : Phaser.Game

Local reference to game.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source code: time/Timer.js (Line 29)

[readonly] length : number

The number of pending events in the queue.

Source code: time/Timer.js (Line 699)

[readonly] ms : number

The duration in milliseconds that this Timer has been running for.

Source code: time/Timer.js (Line 712)

[readonly] next : number

The time at which the next event will occur.

Source code: time/Timer.js (Line 664)

<internal, readonly> nextTick : number

The time the next tick will occur.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source code: time/Timer.js (Line 79)

onComplete : Phaser.Signal

This signal will be dispatched when this Timer has completed which means that there are no more events in the queue.

The signal is supplied with one argument, timer, which is this Timer object.

Source code: time/Timer.js (Line 72)

[readonly] paused : boolean

The paused state of the Timer. You can pause the timer by calling Timer.pause() and Timer.resume() or by the game pausing.

Source code: time/Timer.js (Line 91)

[readonly] running : boolean

True if the Timer is actively running.

Do not modify this boolean - use pause (and resume) to pause the timer.

Source code: time/Timer.js (Line 39)

[readonly] seconds : number

The duration in seconds that this Timer has been running for.

Source code: time/Timer.js (Line 734)

timeCap : number

If the difference in time between two frame updates exceeds this value, the event times are reset to avoid catch-up situations.

Source code: time/Timer.js (Line 84)

Public Methods

add(delay, callback, callbackContext, arguments) → {Phaser.TimerEvent}

Adds a new Event to this Timer.

The event will fire after the given amount of delay in milliseconds has passed, once the Timer has started running.
The delay is in relation to when the Timer starts, not the time it was added. If the Timer is already running the delay will be calculated based on the timers current time.

Make sure to call start after adding all of the Events you require for this Timer.

Parameters
Name Type Argument Description
delay integer

The number of milliseconds, in game time, before the timer event occurs.

callback function

The callback that will be called when the timer event occurs.

callbackContext object

The context in which the callback will be called.

arguments * <repeatable>

Additional arguments that will be supplied to the callback.

Returns

The Phaser.TimerEvent object that was created.

Source code: time/Timer.js (Line 228)

<internal> adjustEvents()

Adjusts the time of all pending events and the nextTick by the given baseTime.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source code: time/Timer.js (Line 552)

<internal> clearPendingEvents()

Clears any events from the Timer which have pendingDelete set to true and then resets the private _len and _i values.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source code: time/Timer.js (Line 392)

destroy()

Destroys this Timer. Any pending Events are not dispatched.
The onComplete callbacks won't be called.

Source code: time/Timer.js (Line 646)

loop(delay, callback, callbackContext, arguments) → {Phaser.TimerEvent}

Adds a new looped Event to this Timer that will repeat forever or until the Timer is stopped.

The event will fire after the given amount of delay in milliseconds has passed, once the Timer has started running.
The delay is in relation to when the Timer starts, not the time it was added. If the Timer is already running the delay will be calculated based on the timers current time.

Make sure to call start after adding all of the Events you require for this Timer.

Parameters
Name Type Argument Description
delay integer

The number of milliseconds, in game time, before the timer event occurs.

callback function

The callback that will be called when the timer event occurs.

callbackContext object

The context in which the callback will be called.

arguments * <repeatable>

Additional arguments that will be supplied to the callback.

Returns

The Phaser.TimerEvent object that was created.

Source code: time/Timer.js (Line 272)

<internal> order()

Orders the events on this Timer so they are in tick order.
This is called automatically when new events are created.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source code: time/Timer.js (Line 354)

pause()

Pauses the Timer and all events in the queue.

Source code: time/Timer.js (Line 510)

remove(event)

Removes a pending TimerEvent from the queue.

Parameters
Name Type Description
event Phaser.TimerEvent

The event to remove from the queue.

Source code: time/Timer.js (Line 334)

removeAll()

Removes all Events from this Timer and all callbacks linked to onComplete, but leaves the Timer running.
The onComplete callbacks won't be called.

Source code: time/Timer.js (Line 631)

repeat(delay, repeatCount, callback, callbackContext, arguments) → {Phaser.TimerEvent}

Adds a new TimerEvent that will always play through once and then repeat for the given number of iterations.

The event will fire after the given amount of delay in milliseconds has passed, once the Timer has started running.
The delay is in relation to when the Timer starts, not the time it was added.
If the Timer is already running the delay will be calculated based on the timers current time.

Make sure to call start after adding all of the Events you require for this Timer.

Parameters
Name Type Argument Description
delay integer

The number of milliseconds, in game time, before the timer event occurs.

repeatCount number

The number of times the event will repeat once is has finished playback. A repeatCount of 1 means it will repeat itself once, playing the event twice in total.

callback function

The callback that will be called when the timer event occurs.

callbackContext object

The context in which the callback will be called.

arguments * <repeatable>

Additional arguments that will be supplied to the callback.

Returns

The Phaser.TimerEvent object that was created.

Source code: time/Timer.js (Line 249)

resume()

Resumes the Timer and updates all pending events.

Source code: time/Timer.js (Line 590)

start(delay)

Starts this Timer running.

Parameters
Name Type Argument Default Description
delay integer <optional>
0

The number of milliseconds, in game time, that should elapse before the Timer will start.

Source code: time/Timer.js (Line 293)

stop(clearEvents)

Stops this Timer from running. Does not cause it to be destroyed if autoDestroy is set to true.

Parameters
Name Type Argument Default Description
clearEvents boolean <optional>
true

If true all the events in Timer will be cleared, otherwise they will remain.

Source code: time/Timer.js (Line 316)

<internal> update(time) → {boolean}

The main Timer update event, called automatically by Phaser.Time.update.

Parameters
Name Type Description
time number

The time from the core game clock.

Returns
boolean -

True if there are still events waiting to be dispatched, otherwise false if this Timer can be destroyed.

Internal:
  • This member is internal (protected) and may be modified or removed in the future.
Source code: time/Timer.js (Line 415)