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Timeline

Introduction

Schedule commands to happen at specific times in the future, built-in object of phaser.

  • Author: Richard Davey

Usage

Create timeline

var timeline = scene.add.timeline([    
    {
        // Time condition
        at: 0,
        in:
        from:

        // Enable condition
        if(event) {
            // this: target parameter
            return true;  // false
        },

        set: {
            key: value,
        },

        tween: {
            targets: gameObject,
            alpha: 1,
            ease: 'Linear',       // 'Cubic', 'Elastic', 'Bounce', 'Back'
            duration: 1000,
            repeat: 0,            // -1: infinity
            yoyo: false
        },

        run(){ 
            // this: target parameter
        },

        loop() {

        },

        sound: '',

        event: '',

        // target: this,

        // once: false,
        // stop: false,
    },

    // ...
])
  • Time :
    • at : Absolute delay time after starting in ms.
    • in : Absolute delay time after current time in ms.
    • from : Relative delay time after previous event in ms
  • Enable :
    • if : A function. Invoking every tick, run actions when it returns true.
  • Actions :
    • set : A key-value object of properties to set on the target.
    • tween : tween config
    • run : A function which will be called when the Event fires.
      function() {
          // this: target parameter
      }
      
    • loop : A function which will be called when the Event sequence repeat again.
      function() {
          // this: target parameter
      }
      
    • sound :
      • A string : A key from the Sound Manager to play
      • A config object for a sound to play when the Event fires.
        {
            key,
            config
        }
        
    • event : String-based event name to emit when the Event fires. The event is emitted from the Timeline instance.
      timeline.on(eventName);
      
    • target : The scope (this object) with which to invoke the run.
  • Control
    • once : If set, the Event will be removed from the Timeline when it fires.
    • stop : If set, the Timeline will stop and enter a complete state when this Event fires, even if there are other events after it.

The Timeline always starts paused.

Steps of commands

For each tick, for each command :

  1. Test time (at, in, from)
  2. Test enable (if)
  3. Run actions (set, tween, run, sound, event)
  4. Control (once, stop)

Start

timeline.play();

Restart

timeline.play(true);

Start with repeat

  • Repeat infinite
    timeline.repeat().play();
    // timeline.repeat(true).play();
    // timeline.repeat(-1).play();
    
  • Amount of times to repeat
    timeline.repeat(amount).play();
    
    • amount : A positive number
  • No repeat
    timeline.repeat(false);
    
  • Current loop counter
    var loopCounter = timeline.iteration;
    

Stop

timeline.stop();

Pause / Resume

timeline.pause();
// timeline.paused = true;
timeline.resume();
// timeline.paused = false;

Reset

Resets this Timeline back to the start, include loop counter.

If the Timeline had any events that were set to once that have already been removed, they will not be present again after calling this method.

timeline.reset();

If the Timeline isn't currently running (i.e. it's paused or complete) then calling this method resets those states, the same as calling Timeline.play(true) (restart).

Add command

timeline.add(config);

or

timeline.add([config0, config1, ...]);

Clear all commands

timeline.clear();

Events

  • On all commands are completed
    timeline.on('complete', function(){
    
    });
    

Other properties

  • Timeline is currently playing, not paused or not complete.
    var isPlaying = timeline.isPlaying()
    
  • Is paused
    var isPaused = timeline.paused;
    
  • All commands are complete
    var isCompleted = timeline.complete;
    

Destroy

Also remove updating.

timeline.destroy();