time-and-timers

Manage game-time events and sequences in Phaser 4 scenes.

Updated Mar 13, 2026
One-click install
npx skills add https://github.com/Dominik-Steinweg/Fragdachse --skill time-and-timers-dominik-steinweg
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: time-and-timers
Source: https://github.com/Dominik-Steinweg/Fragdachse/tree/main/.agents/skills/time-and-timers
Command: npx skills add https://github.com/Dominik-Steinweg/Fragdachse --skill time-and-timers-dominik-steinweg

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This skill resolves the complexity of managing game-time synchronization, event scheduling, and cutscene orchestration in Phaser 4, preventing common issues like off-by-one errors in loops and improper timer cleanup.

Core Features & Use Cases

  • Clock Management: Precise control over game time, including pausing, time scaling for slow-motion effects, and delta-time tracking.
  • Event Sequencing: Use Timelines to choreograph complex cutscenes involving tweens, sounds, and property changes with absolute or relative timing.
  • Use Case: Implement a repeating enemy spawner that scales its frequency based on game difficulty, or build a multi-step cutscene that triggers sounds and animations in a specific sequence.

Quick Start

Use the time-and-timers skill to schedule a repeating function call every two seconds by adding a new event to the scene clock.

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 repeating timers in Phaser 4?

Schedule repeating timers in Phaser 4 by adding a new event to the scene clock with a specific delay interval. This approach handles frame-accurate event scheduling and infinite loops efficiently.

How does event sequencing work for Phaser cutscenes?

Event sequencing for Phaser cutscenes uses the Timeline API to choreograph complex sequences. You can trigger tweens, sounds, and property changes using absolute or relative timing for linear orchestration.

Can I manipulate time scaling for slow-motion effects in Phaser?

Yes, you can manipulate time scaling for slow-motion effects in Phaser using Clock Management. This provides precise control over game time, including pausing, time scaling, and delta-time tracking within scenes.

What is the best way to manage timer cleanup in game development?

The best way to manage timer cleanup in game development is using lifecycle-aware timer cleanup. This prevents improper timer destruction and avoids off-by-one errors in loops within Phaser scenes.

Why do my Phaser repeating loops have off-by-one errors?

Repeating loops in Phaser have off-by-one errors due to improper timer management and complexity in game-time synchronization. Using a dedicated timing approach resolves these issues with precise event scheduling and lifecycle-aware cleanup.