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.