Timer
Introduction¶
Execute callback when time-out, built-in object of phaser.
- Author: Richard Davey
Usage¶
Start timer¶
- Looped timer
var timer = scene.time.addEvent({ delay: 500, // ms callback: callback, //args: [], callbackScope: thisArg, loop: true }); - Repeat timer
var timer = scene.time.addEvent({ delay: 500, // ms callback: callback, //args: [], callbackScope: thisArg, repeat: 4 }); - Oneshot timer
var timer = scene.time.delayedCall(delay, callback, args, scope); // delay in ms - All properties of timer
var timer = scene.time.addEvent({ delay: 500, // ms callback: callback, args: [], callbackScope: thisArg, loop: false, repeat: 0, startAt: 0, timeScale: 1, paused: false }); - Reuse timer
timer.reset({ delay: 500, // ms callback: callback, args: [], callbackScope: thisArg, loop: false, repeat: 0, startAt: 0, timeScale: 1, paused: false }) scene.time.addEvent(timer);
Note
Throw error message if delay : 0 with (repeat > 0 or loop: true)
Pause/resume¶
- Pause timer
timer.paused = true; - Resume timer
timer.paused = false; - Is paused
var isPaused = timer.paused;
Stop¶
- Stop a running timer
timer.remove(); - Remove from timeline's all internal lists, for timer re-using
scene.time.removeEvent(timer);
Time scale¶
- Set
timer.timeScale = 2; - Get
var timeScale = timer.timeScale;
Other properties¶
- Get elapsed time
var elapsed = timer.getElapsed(); // ms var elapsed = timer.getElapsedSeconds(); // sec // var elapsed = timer.elapsed; // ms - Get remaining time
var remaining = timer.getRemaining(); // ms var remaining = timer.getRemainingSeconds(); // sec // var remaining = timer.getOverallRemaining(); // ms // var remaining = timer.getOverallRemainingSeconds(); // sec - Get repeat count
var repeat = timer.getRepeatCount(); - Gets the progress of the current iteration
var progress = timer.getProgress(); // elapsed / delay - Gets the progress of the timer overall, factoring in repeats.
var progress = timer.getOverallProgress(); // totalElapsed / totalDuration - Get delay time
var delay = timer.delay; // ms