time-and-timers

Coordinate Phaser 4 timers, timelines, and clock-based events across scenes.

Updated Apr 20, 2026
One-click install
npx skills add https://github.com/Raphe-dev/phaser-cozy-mmo --skill time-and-timers
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: time-and-timers
Source: https://github.com/Raphe-dev/phaser-cozy-mmo/tree/main/skills/time-and-timers
Command: npx skills add https://github.com/Raphe-dev/phaser-cozy-mmo --skill time-and-timers

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Time management in Phaser can be complex due to Clock, TimerEvent, and Timeline coordination. This Skill provides a clear, reusable approach to scheduling, pausing, and sequencing time-based actions across scenes.

Core Features & Use Cases

  • Manage delayed actions with Clock's TimerEvent, including one-shot delays, repeats, and looping sequences.
  • Sequence actions precisely with Timeline for cutscenes, wave spawns, and timed events.
  • Pause, resume, and time-scale game-wide or per-timer for slow motion and speed-up scenarios.

Quick Start

In a Scene's create() method, use this.time.delayedCall(...) or this.time.addEvent(...) to schedule a one-shot or repeating timer.

Frequently Asked Questions about time-and-timers

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I schedule a delayed call or repeating timer in Phaser 4?

Use this.time.delayedCall for one-shot actions or this.time.addEvent to configure repeating TimerEvents in Phaser 4. Both attach to the scene Clock for scheduled, timer-driven actions.

What is the difference between TimerEvent and Timeline for sequencing game events?

TimerEvent handles individual delayed calls, repeats, and loops, while Timeline precisely sequences multiple actions together. Use Timeline for cutscenes and wave spawns where predictable event ordering is required.

Can I pause and resume timers or apply slow motion in Phaser 4?

Yes, Phaser 4 clock supports pausing, resuming, and timeScale adjustments. Apply these controls game-wide or per-timer to create slow motion, speed-up scenarios, and predictable progress tracking.

How do I keep timer progress tracking correct when pausing across Phaser scenes?

Apply clock startAt and pause controls to ensure predictable behavior and correct progress tracking. Coordinating TimerEvent configurations across scenes prevents timer drift during pause and resume cycles.

When should I use Timeline instead of multiple looping TimerEvents in game development?

Use Timeline for cutscenes and timed events requiring precise sequencing of multiple actions. Multiple looping TimerEvents are better for independent background tasks rather than tightly coupled event chains.