The Scene which owns this Timeline.
Optionalconfig: TimelineEventConfig | TimelineEventConfig[]The configuration object for this Timeline Event, or an array of them.
Whether the Timeline is complete (true) or not (false).
A Timeline is considered complete when all of its events have been run.
If you wish to reset a Timeline after it has completed, you can do so
by calling the Timeline.reset method.
You can also use the Timeline.stop method to stop a running Timeline,
at any point, without resetting it.
The elapsed time counter.
Treat this as read-only.
An array of all the Timeline Events.
The number of times this Timeline has looped.
This value is incremented each loop if looping is enabled.
The number of times this timeline should loop.
If this value is -1 or any negative number this Timeline will not stop.
Whether the Timeline is running (true) or active (false).
When paused, the Timeline will not run any of its actions.
By default a Timeline is always paused and should be started by
calling the Timeline.play method.
You can use the Timeline.pause and Timeline.resume methods to control
this value in a chainable way.
The Scene to which this Timeline belongs.
A reference to the Scene Systems.
The Timeline's delta time scale.
Values higher than 1 increase the speed of time, while values smaller than 1 decrease it. A value of 0 freezes time and is effectively equivalent to pausing the Timeline.
This doesn't affect the delta time scale of any Tweens created by the Timeline.
You will have to set the timeScale of each Tween or the Tween Manager if you want them to match.
The total number of events that have been run.
This value is reset to zero if the Timeline is restarted.
Treat this as read-only.
Adds one or more events to this Timeline.
You can pass in a single configuration object, or an array of them:
const timeline = this.add.timeline({
at: 1000,
run: () => {
this.add.sprite(400, 300, 'logo');
}
});
The configuration object for this Timeline Event, or an array of them.
Add a listener for a given event.
The event name.
The listener function.
Optionalcontext: anyThe context to invoke the listener with. Default this.
Removes all events from this Timeline, resets the elapsed time to zero and pauses the Timeline.
Any Tweens that were currently running as a result of this Timeline will be stopped.
Destroys this Timeline.
This will remove all events from the Timeline and stop it from processing.
Any Tweens that were currently running as a result of this Timeline will be stopped.
This method is called automatically when the Scene shuts down, but you may also call it directly should you need to destroy the Timeline earlier.
Calls each of the listeners registered for a given event.
The event name.
Additional arguments that will be passed to the event handler.
Return an array listing the events for which the emitter has registered listeners.
Returns a number between 0 and 1 representing the progress of this Timeline.
A value of 0 means the Timeline has just started, 0.5 means it's half way through, and 1 means it's complete.
If the Timeline has no events, or all events have been removed, this will return 1.
If the Timeline is paused, this will return the progress value at the time it was paused.
Note that the value returned is based on the number of events that have been completed, not the 'duration' of the events (as this is unknown to the Timeline).
Returns true if this Timeline is currently playing.
A Timeline is playing if it is not paused or not complete.
Return the number of listeners listening to a given event.
The event name.
Return the listeners registered for a given event.
The event name.
Remove the listeners of a given event.
The event name.
Optionalfn: FunctionOnly remove the listeners that match this function.
Optionalcontext: anyOnly remove the listeners that have this context.
Optionalonce: booleanOnly remove one-time listeners.
Add a listener for a given event.
The event name.
The listener function.
Optionalcontext: anyThe context to invoke the listener with. Default this.
Add a one-time listener for a given event.
The event name.
The listener function.
Optionalcontext: anyThe context to invoke the listener with. Default this.
Pauses this Timeline.
To resume it again, call the Timeline.resume method or set the Timeline.paused property to false.
If the Timeline is paused while processing the current game step, then it will carry on with all events that are due to run during that step and pause from the next game step.
Note that if any Tweens have been started prior to calling this method, they will not be paused as well.
Starts this Timeline running.
If the Timeline is already running and the fromStart parameter is true,
then calling this method will reset the Timeline events as incomplete.
If you wish to resume a paused Timeline, then use the Timeline.resume method instead.
OptionalfromStart: booleanReset this Timeline back to the start before playing. Default true.
Updates the elapsed time counter, if this Timeline is not paused.
The current time. Either a High Resolution Timer value if it comes from Request Animation Frame, or Date.now if using SetTimeout.
The delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate.
Remove all listeners, or those of the specified event.
Optionalevent: string | symbolThe event name.
Remove the listeners of a given event.
The event name.
Optionalfn: FunctionOnly remove the listeners that match this function.
Optionalcontext: anyOnly remove the listeners that have this context.
Optionalonce: booleanOnly remove one-time listeners.
Repeats this Timeline.
If the value for amount is positive, the Timeline will repeat that many additional times.
For example a value of 1 will actually run this Timeline twice.
Depending on the value given, false is 0 and true, undefined and negative numbers are infinite.
If this Timeline had any events set to once that have already been removed,
they will not be repeated each loop.
Optionalamount: number | booleanAmount of times to repeat, if true or negative it will be infinite. Default -1.
Resets this Timeline back to the start.
This will set the elapsed time to zero and set all events to be incomplete.
If the Timeline had any events that were set to once that have already
been removed, they will not be present again after calling this method.
If the Timeline isn't currently running (i.e. it's paused or complete) then
calling this method resets those states, the same as calling Timeline.play(true).
Any Tweens that were currently running by this Timeline will be stopped.
Optionalloop: booleanSet to true if you do not want to reset the loop counters. Default false.
Resumes this Timeline from a paused state.
The Timeline will carry on from where it left off.
If you need to reset the Timeline to the start, then call the Timeline.reset method.
Removes all listeners.
Stops this Timeline.
This will set the paused and complete properties to true.
If you wish to reset the Timeline to the start, then call the Timeline.reset method.
Called automatically by the Scene update step.
Iterates through all of the Timeline Events and checks to see if they should be run.
If they should be run, then the TimelineEvent.action callback is invoked.
If the TimelineEvent.once property is true then the event is removed from the Timeline.
If the TimelineEvent.event property is set then the Timeline emits that event.
If the TimelineEvent.run property is set then the Timeline invokes that method.
If the TimelineEvent.loop property is set then the Timeline invokes that method when repeated.
If the TimelineEvent.target property is set then the Timeline invokes the run method on that target.
The current time. Either a High Resolution Timer value if it comes from Request Animation Frame, or Date.now if using SetTimeout.
The delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate.
A Timeline is a way to schedule events to happen at specific times in the future.
You can think of it as an event sequencer for your game, allowing you to schedule the running of callbacks, events and other actions at specific times in the future.
A Timeline is a Scene level system, meaning you can have as many Timelines as you like, each belonging to a different Scene. You can also have multiple Timelines running at the same time.
If the Scene is paused, the Timeline will also pause. If the Scene is destroyed, the Timeline will be automatically destroyed. However, you can control the Timeline directly, pausing, resuming and stopping it at any time.
Create an instance of a Timeline via the Game Object Factory:
The Timeline always starts paused. You must call
playon it to start it running.You can also pass in a configuration object on creation, or an array of them:
In this example we sequence a few different events:
The Timeline can also be looped with the repeat method:
There are lots of options available to you via the configuration object. See the Phaser.Types.Time.TimelineEventConfig typedef for more details.