Types
AfterOptions
interface AfterOptions
From @phaser-ae/kernel
How a delayed call repeats.
repeat?: number | boolean— Fire more than once:truerepeats for ever, a number is that many EXTRA firings. Default 0 — one shot.
Scheduler
interface Scheduler
From @phaser-ae/kernel
Timers on the game clock: they count simulation time, so they pause with the clock, slow with its time scale and fire inside fixed steps, in due order. Each is scoped to the scene that was current when it was made: it holds while that scene is suspended and is cancelled when the scene exits. One made before any scene lasts for the game.
after(seconds: Seconds, fn: () => void, opts?: AfterOptions): TimerHandle— Runfnonce,secondsof clock time from now, orrepeattimes more. Throws on a negative or non-finite interval.every(seconds: Seconds, fn: () => void): TimerHandle— Runfneverysecondsof clock time, never more than once per fixed step, until cancelled. Throws on a negative or non-finite interval.
TimerHandle
interface TimerHandle extends Cancel
From @phaser-ae/kernel
A pending timer. It is a Cancel, so nothing that only cancels needs to change — but a game that wants to
hold one open, read how long is left, or re-arm it has all of that here.
paused: boolean— Freeze this one without stopping anything else. The clock keeps running; this timer does not.readonly delay: Seconds— The wait as given. A repeating timer re-arms with this period.readonly remaining: Seconds— Seconds until the next firing; 0 once finished.readonly progress: number— 0→1 through the current wait — drive a countdown bar with this rather than tracking elapsed time.readonly done: boolean— True once it has fired for the last time, or been cancelled.readonly repeatsRemaining: number— Firings still to come after the next one;Infinitywhile repeating for ever.reset(seconds?: Seconds): TimerHandle— Restart the countdown from the top;secondssets the wait from here on. Works on a live timer — a combo window each hit re-opens — AND on one that has already fired, including from inside its own callback, which is how a variable interval is written:t.reset(1 + game.rng.between(0, 2)). A cancelled timer stays cancelled. Throws on a negative or non-finite wait.
