Timer#removeAll()

removeAll() Removes all Events from this Timer and all callbacks linked to onComplete, but leaves the Timer running.The onComplete callbacks won't be called. Source code: time/Timer.js (Line 631)

Timer#repeat()

repeat(delay, repeatCount, callback, callbackContext, arguments) → {Phaser.TimerEvent} Adds a new TimerEvent that will always play through once and then repeat for the given number of iterations. The event will fire after the given amount of delay in milliseconds has passed, once the Timer has started running.The delay is in relation to when the Timer starts, not the time it was added.If the Timer is already running the delay will be calculated based on the timers current time. Make sure to c

Timer#resume()

resume() Resumes the Timer and updates all pending events. Source code: time/Timer.js (Line 590)

Timer#running

[readonly] running : boolean True if the Timer is actively running. Do not modify this boolean - use pause (and resume) to pause the timer. Source code: time/Timer.js (Line 39)

Timer#seconds

[readonly] seconds : number The duration in seconds that this Timer has been running for. Source code: time/Timer.js (Line 734)

Timer#start()

start(delay) Starts this Timer running. Parameters Name Type Argument Default Description delay integer <optional> 0 The number of milliseconds, in game time, that should elapse before the Timer will start. Source code: time/Timer.js (Line 293)

Timer#stop()

stop(clearEvents) Stops this Timer from running. Does not cause it to be destroyed if autoDestroy is set to true. Parameters Name Type Argument Default Description clearEvents boolean <optional> true If true all the events in Timer will be cleared, otherwise they will remain. Source code: time/Timer.js (Line 316)

Timer#timeCap

timeCap : number If the difference in time between two frame updates exceeds this value, the event times are reset to avoid catch-up situations. Source code: time/Timer.js (Line 84)

Timer#Timer

new Timer(game, autoDestroy) 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

Timer.HALF

[static] HALF : integer Number of milliseconds in half a second. Source code: time/Timer.js (Line 175)