What problem does it solve?
This Skill helps you avoid timing bugs by explaining how to correctly schedule and control timers, delayed calls, and time-based sequencing in Phaser 4.
Core Features & Use Cases
- Clock + TimerEvent orchestration: Create one-shot delayed calls, finite repeating timers, and infinite looping timers, with clear control over pause/removal and effective time scaling.
- Timeline-based sequencing: Coordinate multiple actions over time (callbacks, tweens, sounds, property sets, and custom events) with support for absolute and relative timing (
at, in, from), conditional execution (if), and looping/pause controls.
- Use Case: You need an enemy wave spawner that fires every 3 seconds but pauses during a scene pause, while a cutscene timeline runs alongside it and emits a custom event when finished to transition scenes.
Quick Start
Use this skill to implement a one-second delayed scene transition in your Phaser 4 Scene by calling this.time.delayedCall(1000, () => this.scene.start('GameOver'));.