A reference to the currently running game.
If true, the timer will automatically destroy itself after all the events have been dispatched (assuming no looping events).
If true, the timer will automatically destroy itself after all the events have been dispatched (assuming no looping events).
The duration in ms remaining until the next event will occur.
An array holding all of this timers Phaser.TimerEvent objects.
An array holding all of this timers Phaser.TimerEvent objects. Use the methods add, repeat and loop to populate it.
An expired Timer is one in which all of its events have been dispatched and none are pending.
A reference to the currently running game.
The number of pending events in the queue.
The duration in milliseconds that this Timer has been running for.
The time at which the next event will occur.
This signal will be dispatched when this Timer has completed which means that there are no more events in the queue.
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.
The paused state of the Timer.
The paused state of the Timer. You can pause the timer by calling Timer.pause() and Timer.resume() or by the game pausing.
True if the Timer is actively running.
True if the Timer is actively running.
Do not modify this boolean - use pause (and resume) to pause the timer.
The duration in seconds that this Timer has been running for.
If the difference in time between two frame updates exceeds this value, the event times are reset to avoid catch-up situations.
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.