phaser-time-and-timers

phaser-time-and-timers is a skill for Claude Code, Codex from bullish0x/GameStudio. It costs 59 tokens per session (4,720 once invoked), scanned A, a copy of time-and-timers, MIT.

A guide to Phaser 4 timers and delayed events. It explains how to run code once later, repeat it at intervals, loop it continuously, pause game time, and change its speed.

In plain words
What is it for?
Use it for enemy spawning, countdowns, timed effects, delayed actions, repeating events, and time-based game logic.
Why use it?
It helps you schedule game actions without manually tracking elapsed time in every frame.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one. Also seen: installed under .agents/ (shared by several agents).

Good fit Use it for enemy spawning, countdowns, timed effects, delayed actions, repeating events, and time-based game logic.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/bullish0x/gamestudio/phaser-time-and-timers
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add bullish0x/GameStudio --skill phaser-time-and-timers
Clone the repo
git clone --depth 1 https://github.com/bullish0x/GameStudio

Made for: Claude Code, Codex.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for phaser-time-and-timers

README.md
[![agentmods](https://agentmods.dev/badge/skills/bullish0x/gamestudio/phaser-time-and-timers/github.svg)](https://agentmods.dev/skills/bullish0x/gamestudio/phaser-time-and-timers)
Your own site
<a href="https://agentmods.dev/skills/bullish0x/gamestudio/phaser-time-and-timers"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/phaser-time-and-timers/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for phaser-time-and-timers

Your own site · 80×15
<a href="https://agentmods.dev/skills/bullish0x/gamestudio/phaser-time-and-timers"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/phaser-time-and-timers.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 59 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 4,720 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin 97% copy Near-identical to another mod in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00059 $0.04720
Opus 5 $0.00030 $0.02360
Sonnet 5 $0.00012 $0.00944
Haiku 4.5 $0.00006 $0.00472

Measured 8d ago against content hash dc47daf46b3c, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

phaser-time-and-timers scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 8d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

Origin

This is a copy

97% identical to time-and-timers — 4 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

.agents/skills/phaser-time-and-timers/SKILL.md · 497 lines

How it starts

The opening of the file, as written. The whole thing — 497 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Time and Timers

Clock plugin, TimerEvent, delays, loops, Timeline event sequencing, pausing time, time scale, and delta time in Phaser 4.

Key source paths: src/time/Clock.js, src/time/TimerEvent.js, src/time/Timeline.js, src/time/typedefs/, src/time/events/ Related skills: ../phaser-scenes/SKILL.md, ../phaser-tweens/SKILL.md

Quick Start

// In a Scene's create() method:

// One-shot delayed call (fires once after 1 second)
this.time.delayedCall(1000, () => {
    console.log('One second later');
});

// Repeating timer (fires 5 times, once every 500ms)
this.time.addEvent({
    delay: 500,
    callback: () => { console.log('tick'); },
    repeat: 4   // 4 repeats = 5 total fires
});

// Infinite loop timer
this.time.addEvent({
    delay: 1000,
    callback: this.spawnEnemy,
    callbackScope: this,
    loop: true
});

this.time is the scene's Clock instance (registered as the 'Clock' plugin under the key time). It creates and manages TimerEvent objects that fire callbacks based on game time.

Core Concepts

Clock (this.time)

The Clock is a Scene-level plugin that tracks game time and updates all of its TimerEvents each frame. Key properties:

  • now -- current time in ms (equivalent to time passed to the scene update method).
  • startTime -- timestamp when the scene started.
  • timeScale -- multiplier applied to delta time. Default 1. Values above 1 speed up all timers; below 1 slow them down; 0 freezes time.
  • paused -- when true, no TimerEvents are updated.

The Clock listens to PRE_UPDATE (to flush pending additions/removals) and UPDATE (to tick active events). It is automatically shut down and destroyed with the scene.

TimerEvent

A TimerEvent accumulates elapsed time each frame: elapsed += delta * clock.timeScale * event.timeScale. When elapsed >= delay, the callback fires. After all repeats are exhausted the event is removed from the Clock on the next frame.

Key properties set via config: delay, repeat, loop, callback, callbackScope, args, timeScale, startAt, paused.

Read the full file on GitHub · 497 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 8d ago First seen · 497 lines · 59 tokens per session scan A dc47daf46b3c

Subscribe to this mod's changes

phaser-time-and-timers is a skill published in the GitHub repository bullish0x/GameStudio (12 stars, last pushed 3mo ago), licensed MIT. It adds 59 tokens to every session and 4,720 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. It is 97% identical to time-and-timers, differing in 4 lines, and is treated as a copy.

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