TimerEvent#loop

loop : boolean True if this TimerEvent loops, otherwise false. Source code: time/TimerEvent.js (Line 55)

TimerEvent#delay

delay : number The delay in ms at which this TimerEvent fires. Source code: time/TimerEvent.js (Line 40)

TimerEvent#callbackContext

callbackContext : Object The context in which the callback will be called. Source code: time/TimerEvent.js (Line 65)

TimerEvent#callback

callback : Function The callback that will be called when the TimerEvent occurs. Source code: time/TimerEvent.js (Line 60)

TimerEvent#args

args Properties: Name Type Description arguments Array.<any> Additional arguments to be passed to the callback. Source code: time/TimerEvent.js (Line 70)

Timer.SECOND

[static] SECOND : integer Number of milliseconds in a second. Source code: time/Timer.js (Line 168)

Timer.QUARTER

[static] QUARTER : integer Number of milliseconds in a quarter of a second. Source code: time/Timer.js (Line 182)

Timer.MINUTE

[static] MINUTE : integer Number of milliseconds in a minute. Source code: time/Timer.js (Line 161)

Timer.HALF

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

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