time-and-timers

Manage game-time events and sequence cutscenes with Phaser 4 Clock and Timeline plugins.

Updated Mar 27, 2026
One-click install
npx skills add https://github.com/tja688/WebGameDevPlace --skill time-and-timers-tja688
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: time-and-timers
Source: https://github.com/tja688/WebGameDevPlace/tree/main/.claude/skills/time-and-timers
Command: npx skills add https://github.com/tja688/WebGameDevPlace --skill time-and-timers-tja688

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This skill resolves the complexity of managing asynchronous game events, frame-based timing, and linear cutscene sequencing in Phaser 4, preventing common issues like off-by-one errors and unmanaged timer accumulation.

Core Features & Use Cases

  • Clock Management: Provides precise control over game time, including time scaling for slow-motion effects and global pausing.
  • Event Sequencing: Uses the Timeline system to choreograph complex cutscenes involving tweens, sounds, and property changes.
  • Use Case: Use this skill to coordinate a multi-step boss intro sequence where a character moves, a sound plays, and a UI element appears at specific millisecond intervals.

Quick Start

Use the time-and-timers skill to create a repeating event that triggers a spawn function every two seconds.

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 delayed callbacks and periodic timers in Phaser 4?

Scheduling delayed callbacks and periodic timers in Phaser 4 uses the Clock plugin to manage game-time events, ensuring frame-accurate event scheduling without unmanaged timer accumulation. You configure infinite loops and delayed callbacks directly within game scenes.

What is the best way to choreograph complex cutscenes and sequencing in Phaser?

Choreographing complex cutscenes in Phaser uses the Timeline system to sequence tweens, sounds, and property changes at specific millisecond intervals. This orchestrates linear sequences, coordinating multi-step actions like character movement and UI appearances effectively.

Can I manipulate time scaling for slow-motion effects in Phaser 4?

Time scaling for slow-motion effects in Phaser 4 is supported through precise Clock management. This skill facilitates global pausing and time-scale manipulation, providing exact control over game time for animation and event pacing.

How do I prevent unmanaged timer accumulation and off-by-one errors in game events?

Preventing unmanaged timer accumulation and off-by-one errors in game events requires lifecycle-aware timer cleanup. This skill resolves asynchronous game event complexity by managing periodic timers and delayed callbacks with proper lifecycle awareness.

Does this Phaser timing approach work for frame-accurate event scheduling?

Frame-accurate event scheduling in Phaser is precisely what this approach supports. It satisfies requirements for exact timing using the Clock plugin, ensuring delayed callbacks and infinite loops execute accurately within the game loop.