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Time and Timers

Free

Manage time-based events in Phaser 4 effectively.

by phaserjs40.1k stars on phaserjs/phaser
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Updated Jul 9, 2026
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Free · Opens the source repo

What Time and Timers does

The Time and Timers skill provides a comprehensive guide for managing timers and time-based events in Phaser 4, a popular framework for game development. This skill covers essential components like TimerEvent, delayed calls, looping timers, and the Clock plugin, enabling developers to create precise timing mechanisms in their games. By utilizing this skill, developers can streamline their game's timing logic, ensuring that events occur exactly when intended, which is crucial for gameplay mechanics and user experience.

At the core of this skill is the Clock, a Scene-level plugin that tracks game time and manages TimerEvents. Developers can leverage the Clock to create one-shot delayed calls, repeating timers, and infinite loop timers with ease. The skill also introduces the concept of Timelines, which allow for the sequencing of events at specific points in time, providing a powerful tool for orchestrating complex animations and interactions. With clear examples and code snippets, users can quickly implement these features in their Phaser projects.

This skill is particularly beneficial for game developers looking to enhance their projects with time-based mechanics. Whether you are creating a simple timer for a countdown or implementing complex event sequences, this skill will provide the necessary instructions to achieve your goals. The detailed explanations of TimerEvent properties and methods, along with common patterns for usage, make it an invaluable resource for both beginners and experienced developers alike.

However, it's important to note that this skill is specifically tailored for Phaser 4 and may not be applicable to other frameworks or versions. Additionally, while it provides extensive information on timers and time management, it does not cover other aspects of game development outside of these functionalities.

When to use it

Use this skill when developing games in Phaser 4 that require precise timing for events and animations.

When not to use it

This skill is not suitable for non-Phaser projects or when timing management is not a critical aspect of the application.

What you can build with it

Implementing a Countdown Timer

Use the delayed call feature to create a countdown timer that triggers an event after a set duration, enhancing game dynamics.

Creating Looping Enemy Spawns

Set up an infinite loop timer to spawn enemies at regular intervals, adding challenge and excitement to gameplay.

Sequencing Game Events

Utilize Timelines to schedule a series of actions, such as animations and sound effects, creating a cohesive narrative experience.

How to install Time and Timers

View source

1. Install with the skills CLI

npx skills add phaserjs/phaser/time-and-timers --agent claude-code

2. Or install it manually

Download the skill folder and drop it into ~/.claude/skills/ for all projects, or .claude/skills/ to scope it to one repo. Restart Claude Code so it picks up the new skill.

Anthropic's agentic coding CLI, and the reference implementation of Agent Skills. Drop a skill folder into ~/.claude/skills and Claude Code loads it automatically whenever a task matches the skill's description. Claude Code docs

Inside SKILL.md

Written by phaserjs

Time and Timers

Clock plugin, TimerEvent, delays, loops, Timeline event sequencing, pausing time, time scale, and delta time in Phaser 4.

Key source paths: src/time/Clock.js, src/time/TimerEvent.js, src/time/Timeline.js, src/time/typedefs/, src/time/events/ Related skills: ../scenes/SKILL.md, ../tweens/SKILL.md

Quick Start

// In a Scene's create() method:

// One-shot delayed call (fires once after 1 second)
this.time.delayedCall(1000, () => {
    console.log('One second later');
});

// Repeating timer (fires 5 times, once every 500ms)
this.time.addEvent({
    delay: 500,
    callback: () => { console.log('tick'); },
    repeat: 4   // 4 repeats = 5 total fires
});

// Infinite loop timer
this.time.addEvent({
    delay: 1000,
    callback: this.spawnEnemy,
    callbackScope: this,
    loop: true
});

this.time is the scene's Clock instance (registered as the 'Clock' plugin under the key time). It creates and manages TimerEvent objects that fire callbacks based on game time.

Core Concepts

Clock (this.time)

The Clock is a Scene-level plugin that tracks game time and updates all of its TimerEvents each frame. Key properties:

  • now -- current time in ms (equivalent to time passed to the scene update method).
  • startTime -- timestamp when the scene started.
  • timeScale -- multiplier applied to delta time. Default 1. Values above 1 speed up all timers; below 1 slow them down; 0 freezes time.
  • paused -- when true, no TimerEvents are updated.

The Clock listens to PRE_UPDATE (to flush pending additions/removals) and UPDATE (to tick active events). It is automatically shut down and destroyed with the scene.

TimerEvent

A TimerEvent accumulates elapsed time each frame: elapsed += delta * clock.timeScale * event.timeScale. When elapsed >= delay, the callback fires. After all repeats are exhausted the event is removed from the Clock on the next frame.

Key properties set via config: delay, repeat, loop, callback, callbackScope, args, timeScale, startAt, paused.

Timeline (this.add.timeline)

A Timeline is a sequencer for scheduling actions at specific points in time. Unlike the Clock (which manages independent timers), a Timeline runs a linear sequence of events keyed by absolute or relative timestamps.

const timeline = this.add.timeline([
    { at: 0,    run: () => { /* immediate */ } },
    { at: 1000, run: () => { /* at 1s */ } },
    { at: 2500, tween: { targets: sprite, alpha: 0, duration: 500 } }
]);
timeline.play();

Timelines always start paused. You must call play() to start them. They are created via the GameObjectFactory and destroyed automatically when the scene shuts down.

Common Patterns

Delayed Call

// Shorthand -- fires once, no repeat
this.time.delayedCall(2000, () => {
    this.scene.start('GameOver');
});

Repeating Timer with Finite Count

// repeat: 9 means 10 total fires (1 initial + 9 repeats)
const timer = this.time.addEvent({
    delay: 200,
    callback: this.fireBullet,
    callbackScope: this,
    repeat: 9
});

// Check progress
timer.getRepeatCount();       // repeats remaining
timer.getOverallProgress();   // 0..1 across all repeats

Infinite Loop

const spawner = this.time.addEvent({
    delay: 3000,
    callback: this.spawnWave,
    callbackScope: this,
    loop: true
});

// Stop it later
spawner.remove();  // or spawner.paused = true to pause

Setting repeat: -1 is equivalent to loop: true.

First-Fire Shortcut with startAt

// First fire happens quickly (after 100ms), then every 2s
this.time.addEvent({
    delay: 2000,
    callback: this.heartbeat,
    callbackScope: this,
    loop: true,
    startAt: 1900  // pre-fill elapsed so first fire is at 100ms
});

Stopping and Removing Timers

const timer = this.time.addEvent({ delay: 1000, loop: true, callback: fn });

// Option 1: Remove from clock (schedules removal next frame)
timer.remove();            // silently expires
timer.remove(true);        // fires callback one last time, then expires

// Option 2: Remove via Clock
this.time.removeEvent(timer);

// Option 3: Remove all timers
this.time.removeAllEvents();

Pausing and Resuming

// Pause the entire Clock (all timers freeze)
this.time.paused = true;
this.time.paused = false;

// Pause a single timer
timer.paused = true;
timer.paused = false;

Time Scale (Slow Motion / Fast Forward)

// Slow all timers in this scene to half speed
this.time.timeScale = 0.5;

// Speed up a single timer to 2x
timer.timeScale = 2;

// Combined: effective scale = clock.timeScale * event.timeScale
// So 0.5 * 2 = 1x for that specific timer

Reading Timer State

timer.getProgress();              // 0..1 for current iteration
timer.getOverallProgress();       // 0..1 across all repeats
timer.getElapsed();               // ms elapsed this iteration
timer.getElapsedSeconds();        // seconds elapsed this iteration
timer.getRemaining();             // ms until next fire
timer.getRemainingSeconds();      // seconds until next fire
timer.getOverallRemaining();      // ms until final fire
timer.getOverallRemainingSeconds(); // seconds until final fire
timer.getRepeatCount();           // repeats left

Timeline: Sequencing Events

const timeline = this.add.timeline([
    {
        at: 0,
        run: () => { this.title.setAlpha(1); },
        sound: 'intro'
    },
    {
        at: 2000,
        tween: { targets: this.title, y: 100, duration: 1000 },
        sound: { key: 'whoosh', config: { volume: 0.5 } }
    },
    {
        at: 4000,
        set: { alpha: 0 },
        target: this.title,
        event: 'INTRO_DONE'
    }
]);

timeline.on('INTRO_DONE', (target) => { /* custom event */ });
timeline.on('complete', (tl) => { /* all events ran */ });
timeline.play();

Timeline: Relative Timing with from and in

const timeline = this.add.timeline([
    { at: 1000, run: stepOne },         // absolute: 1s from start
    { from: 500, run: stepTwo },        // relative: 500ms after previous (1.5s)
    { from: 1000, run: stepThree }      // relative: 1000ms after previous (2.5s)
]);
  • at -- absolute ms from timeline start (default 0).
  • in -- offset from current elapsed time (useful when adding events to a running timeline).
  • from -- offset from the previous event's start time.

Priority: from overrides in, which overrides at.

Timeline: Conditional Events

const timeline = this.add.timeline([
    {
        at: 5000,
        if: () => this.player.health > 0,
        run: () => { this.showBonusRound(); }
    }
]);

If the if callback returns false, the event is skipped (marked complete but actions are not executed).

Timeline: Looping

const timeline = this.add.timeline([
    { at: 0, run: () => console.log('start') },
    { at: 1000, run: () => console.log('end') }
]);

timeline.repeat().play();      // infinite loop
timeline.repeat(3).play();     // loop 3 additional times (4 total runs)
timeline.repeat(false).play(); // no looping

The loop callback on a TimelineEventConfig fires on repeat iterations (not the first run).

Timeline: Pause, Resume, Stop, Reset

timeline.pause();      // freezes elapsed counter and pauses spawned tweens
timeline.resume();     // resumes elapsed counter and unpauses spawned tweens
timeline.stop();       // sets paused=true, complete=true
timeline.reset();      // elapsed=0, all events marked incomplete, starts playing
timeline.isPlaying();  // true if not paused and not complete
timeline.getProgress(); // 0..1 based on events completed / total events

Timeline: Time Scale

timeline.timeScale = 2;   // double speed
timeline.timeScale = 0.5; // half speed

Note: Timeline timeScale does not affect tweens created by the timeline. Set tween timeScale separately.

Timeline: Full Cutscene Example

Timelines excel at choreographing cutscenes with mixed actions (callbacks, tweens, sounds, property sets, and custom events):

class CutsceneScene extends Phaser.Scene {
    create() {
        const timeline = this.add.timeline([
            {
                at: 0,
                run: () => { console.log('Start!'); }
            },
            {
                at: 1000,
                tween: {
                    targets: this.player,
                    x: 400,
                    duration: 500,
                    ease: 'Power2'
                }
            },
            {
                at: 1500,
                sound: 'doorOpen'
            },
            {
                at: 2000,
                set: { visible: true },
                target: this.door
            },
            {
                from: 500,
                run: () => { console.log('Relative timing'); }
            },
            {
                at: 5000,
                event: 'cutsceneDone',
                stop: true
            }
        ]);

        timeline.on('cutsceneDone', () => {
            this.scene.start('GameScene');
        });

        timeline.play();
    }
}

Timer Reset and Reuse

A completed TimerEvent can be reset with a new config and re-added to the Clock:

const timer = this.time.addEvent({
    delay: 1000,
    callback: this.phase1,
    callbackScope: this,
    repeat: 2
});

// Later, after it completes, reconfigure and re-add:
timer.reset({
    delay: 500,
    callback: this.phase2,
    callbackScope: this,
    repeat: 4
});
this.time.addEvent(timer);  // must re-add; reset() alone does not schedule it

Configuration Reference

TimerEventConfig

PropertyTypeDefaultDescription
delaynumber0Delay in ms before the callback fires
repeatnumber0Times to repeat after first fire. Use -1 for infinite
loopbooleanfalseIf true, repeats indefinitely (same as repeat: -1)
callbackfunction--Function called when the timer fires
callbackScopeanyTimerEventThe this context for the callback
argsArray[]Extra arguments passed to the callback
timeScalenumber1Per-event time multiplier
startAtnumber0Pre-fill elapsed time in ms (makes first fire happen sooner)
pausedbooleanfalseStart the timer in a paused state

TimelineEventConfig

PropertyTypeDefaultDescription
atnumber0Absolute time in ms from timeline start
innumber--Offset from current elapsed (overrides at)
fromnumber--Offset from previous event time (overrides at and in)
runfunction--Callback invoked when event fires
loopfunction--Callback invoked on repeat iterations (not first run)
iffunction--Guard function; return false to skip the event
eventstring--Event name emitted on the Timeline instance
targetany--Scope for run/loop/if and target for set
setobject--Key-value pairs applied to target when event fires
tweenTweenConfig--Tween config or instance created when event fires
soundstring/object--Sound key or { key, config } to play
oncebooleanfalseRemove this event after it fires
stopbooleanfalseStop the entire timeline when this event fires

TimelineEvent (Internal)

The processed event object stored in timeline.events[]. Extends config with:

PropertyTypeDescription
completebooleanWhether this event has fired
timenumberResolved absolute time in ms
repeatnumberHow many times this event has repeated
tweenInstanceTween/TweenChainReference to spawned tween (if any)

Events

Timeline Events

EventConstantListener SignatureFired When
'complete'Phaser.Time.Events.COMPLETE(timeline)All timeline events have been run

Custom events via the event property in TimelineEventConfig are also emitted on the Timeline instance with signature (target).

TimerEvent / Clock

TimerEvent and Clock do not emit EventEmitter events. Timers use the callback property directly. The Clock is managed by scene lifecycle events (PRE_UPDATE, UPDATE, SHUTDOWN, DESTROY).

API Quick Reference

Clock (this.time)

MethodSignatureReturnsDescription
addEvent(config | TimerEvent)TimerEventCreate and schedule a timer event
delayedCall(delay, callback, args?, scope?)TimerEventShorthand for a one-shot delayed call
removeEvent(event | event[])thisRemove specific timer(s)
removeAllEvents()thisSchedule removal of all active timers
clearPendingEvents()thisClear timers not yet added to active list
PropertyTypeDescription
nownumberCurrent clock time in ms
startTimenumberTime the scene started
timeScalenumberDelta multiplier for all timers
pausedbooleanFreeze all timers

TimerEvent

MethodReturnsDescription
getProgress()number0..1 progress of current iteration
getOverallProgress()number0..1 progress across all repeats
getElapsed()numberElapsed ms this iteration
getElapsedSeconds()numberElapsed seconds this iteration
getRemaining()numberMs until next fire
getRemainingSeconds()numberSeconds until next fire
getOverallRemaining()numberMs until final fire
getOverallRemainingSeconds()numberSeconds until final fire
getRepeatCount()numberRepeats remaining
remove(dispatchCallback?)voidExpire the timer (optionally fire callback)
reset(config)TimerEventReinitialize with new config
destroy()voidNull out callback references

Timeline (this.add.timeline)

MethodSignatureReturnsDescription
add(config | config[])thisAppend events to the timeline
play(fromStart?)thisStart playing (default resets to start)
pause()thisPause timeline and spawned tweens
resume()thisResume timeline and spawned tweens
stop()thisStop (sets paused + complete)
reset(loop?)thisReset elapsed and all events to incomplete
repeat(amount?)thisSet loop count (-1/true=infinite, false=none)
clear()thisRemove all events, reset elapsed, pause
isPlaying()booleanTrue if not paused and not complete
getProgress()number0..1 based on completed event count
PropertyTypeDescription
elapsednumberCurrent elapsed time in ms
timeScalenumberDelta multiplier (does not affect spawned tweens)
pausedbooleanWhether timeline is paused
completebooleanWhether all events have run
loopnumberNumber of additional loops (0=none, -1=infinite)
iterationnumberCurrent loop iteration
totalCompletenumberCount of events that have fired
eventsTimelineEvent[]The internal event array

Gotchas

  1. repeat vs total fires. repeat: 4 means 5 total callback invocations (1 initial + 4 repeats). This is a common off-by-one source.
  2. Zero delay with repeat throws. A TimerEvent with delay: 0 and any repeat/loop will throw 'TimerEvent infinite loop created via zero delay'.
  3. Timelines start paused. You must call timeline.play() after creation. Forgetting this is a frequent mistake.
  4. Timeline timeScale does not affect tweens. Setting timeline.timeScale only scales the timeline's own elapsed counter. Tweens created by the timeline run at their own speed. Set tween timeScale separately or use the TweenManager.
  5. once events are removed permanently. Timeline events with once: true are spliced out after firing and will not reappear on reset() or when looping.
  6. Timer additions are deferred. addEvent() pushes to a pending list processed in preUpdate. The timer will not be active until the next frame.
  7. Clock paused vs timeScale 0. Both freeze timers, but paused = true skips the update loop entirely, while timeScale = 0 still runs the loop with zero delta. Prefer paused for a full freeze.
  8. callbackScope default. If you omit callbackScope, the TimerEvent itself becomes this inside the callback, not the scene. Use arrow functions or pass callbackScope: this explicitly.
  9. Reusing TimerEvent instances. You can pass a TimerEvent object to addEvent(), but it must not be in a completed state. The Clock will reset its elapsed and dispatch state.
  10. Timeline from chains. Each from offset is relative to the previous event's resolved time, not the previous from value. Events are processed in array order.
  11. Scene pause pauses the Timeline. When a scene is paused (scene.pause()), the Timeline's update loop stops too, since Timeline updates are driven by the scene's update step.
  12. timer.reset() does not re-add to Clock. Calling timer.reset(config) reinitializes the timer but does not schedule it. You must call this.time.addEvent(timer) again after resetting.

Source File Map

FileDescription
src/time/Clock.jsScene Clock plugin -- creates, updates, removes TimerEvents
src/time/TimerEvent.jsIndividual timer -- delay, repeat, loop, progress tracking
src/time/Timeline.jsEvent sequencer -- scheduled actions, tweens, sounds, looping
src/time/typedefs/TimerEventConfig.jsConfig typedef for addEvent()
src/time/typedefs/TimelineEventConfig.jsConfig typedef for timeline.add()
src/time/typedefs/TimelineEvent.jsInternal event object typedef
src/time/events/COMPLETE_EVENT.js'complete' event constant for Timeline
src/time/events/index.jsEvents namespace barrel file

Frequently asked questions about Time and Timers

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