So there are many ways to go about working with time in Phaser. Yes if I really want to I can just create my own date objects, and use them as a way to control frame rate, and when certain events will happen when making a project. That is a fine and good when it comes to making a game vanilla js style, however if I am using a frame work I should use what is given in that in order to help save time with making my own solutions. In most cases the framework built in solution for something works just fine, and I should only bother making my own solutions if doing so is called for. In any case this post is about timer events in phaser ce, and how working with them can help make quick work of setting up things that need to happen every now and then when making my game logic.
This is a post on time events in phaser ce, the community addition of phaser a popular html5 game framework. Time events are a way of defining some code that is to fire after a delay, just once, or over and over again. Time events are one of several ways to go about defining game logic that is to fire after a delay, or in a loop. These events can be used in conjunction with those other methods, however I will not be getting into those in detail here.
The nice thing about these timer events is that they are subject to pausing of the game state. So in other words I do not have to adjust manually, phaser does this for me, making phaser timers one of the many little features that make using the framework a major time saver.
This post is mainly about the phaser Timer class, as well as the Time Class that is closely associated with it. I might briefly write about other related aspects of phaser as well, however the emphasis is there.
This post is about using Timers that are used in the Time class. In this post I will not be writing about everything that has to do with this class, just adding timers to it’s timer pool, and it’s events property which is an instance of a timer that
There are also timer event objects that is what is returned when using a timer methd like loop, or repeat. These come in handy for controlling a single timer event by setting its loop, or repeat count properties.
So if I just want to make a timer that will fire after a given millisecond amount of time, one way to do that would be to add a Timer via game.time.events.add. I do so by passing the millisecond about as the first argument, and then give a callback as the second argument.
Here I am using the instance of Phaser.Timer that is bound to the master clock at game.time.events, and instance of timer that is bound to the master game clock found at game.time which is an instance of Phaser.Time.
Another way to work with timers in phaser is to create a instance of the Phaser.Timer class manually, and then add that to the games pool of timers with the add method of the Time class (via game.time.add).
It is often desirable to have a way to have some code that will execute every set duration of time over and over again, for this I would use the loop property of a timer class.
There is a repeat method in the timmer class that can be used to repeat a callback a number of times. I just need to give a count after the delay.
However repeating can also be controled by setting the loop value of a timer event to false when using the loop method as well.
I start off my making a new instance of a phaser game, and define a global object that will contain anything that I would use across state methods, and state objects when making a more complex phaser project. In this example this object contains properties that will be the min and max boundaries of two display objects, and some methods that will be used to create, and move those objects.
If you would like to read more about sprite sheets I have written a post on them in general a while back, however I also have a newer one in which I write about making sprite sheets with canvas like this without having to load an external asset first which is nice when making quick examples like this.
In the state object of this example I am creating two sprites in the create method of the state, one is using a timer for its movement, and it is also using the phaser built in animation system to loop over the frames in the sheet rather than doing so manually by stepping the frameIndex property of the sprite. Then there is of course another sprite that is using the same sheet, as well as the same simple method that defines it’s basic movement, but is being updated in the main update loop without anything governing it’s frame rate.
When starting this project up the ‘box_game_time’ sprite moves, and animates in a way that is expected white the other one moves and flashes real fast as it is doing so by the raw speed at which the update loop is going.
Thank you for reading, I hope you found this post useful for gaining some better insight on timers in phaser ce.