time-and-timers

Manages time-based events in Phaser 4 using Clock, TimerEvent, and Timeline.

Updated Apr 25, 2026
One-click install
npx skills add https://github.com/dzyamik/furry-match3 --skill time-and-timers-dzyamik
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: time-and-timers
Source: https://github.com/dzyamik/furry-match3/tree/main/.claude/skills/time-and-timers
Command: npx skills add https://github.com/dzyamik/furry-match3 --skill time-and-timers-dzyamik

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Coordinating delayed actions, recurring timers, and time scaling in Phaser 4 can be error-prone and hard to reason about across scenes and game objects. This skill centralizes timer management using Clock, TimerEvent, and Timeline to deliver deterministic timing behavior.

Core Features & Use Cases

  • Clock-based timing: central timer management for all time-dependent logic.
  • Delayed and repeating actions: single API to create one-shot delays and loops.
  • Timeline sequencing: choreograph complex actions (callbacks, tweens, sounds) along a timed schedule.
  • Time scaling and pausing: control global and per-event time flow for features like slow motion or pausing the game.

Quick Start

Set up a one-shot delayed call and a repeating timer to orchestrate actions in your scene.

Frequently Asked Questions about time-and-timers

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

FAQPage Schema
How do I create a repeating timer in Phaser 4 for spawning game objects?

To create a repeating timer in Phaser 4, use the Clock API to configure a TimerEvent with repeat and loop options. This provides deterministic game timing for recurring actions like enemy spawns and UI updates across your scenes.

What is the best way to sequence delayed actions and tweens along a timed schedule?

Timeline sequencing is the best way to choreograph complex actions in Phaser 4. It schedules callbacks, tweens, and sounds along a deterministic timeline, ensuring precise coordination of delayed actions within your game scene.

How does time scaling work in Phaser 4 for slow motion effects?

Time scaling in Phaser 4 works by adjusting the timeScale property on the Clock or individual TimerEvent objects. This controls global or per-event time flow, allowing you to easily implement slow motion or pause gameplay mechanics.

Can I pause and resume specific TimerEvents independently in Phaser 4?

Yes, you can pause and resume specific TimerEvents independently in Phaser 4. The timer management API exposes configuration options for pausing, resuming, and resetting timers to maintain precise control over individual delayed actions.

How do I set up a one-shot delayed call in Phaser 4?

To set up a one-shot delayed call in Phaser 4, use the Clock API to create a TimerEvent with a specified delay. This single API approach handles one-shot delays and loops for orchestrating immediate actions in your scene.

Why are my Phaser 4 delayed actions firing inconsistently across different game objects?

Inconsistent delayed actions in Phaser 4 often occur when timers are not centralized. Managing time-based events directly through the Clock, TimerEvent, and Timeline APIs ensures deterministic timing behavior and resolves coordination errors across scenes and game objects.