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.
npx skills add bullish0x/GameStudio --skill phaser-time-and-timersgit clone --depth 1 https://github.com/bullish0x/GameStudioWrote 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.
[](https://agentmods.dev/skills/bullish0x/gamestudio/phaser-time-and-timers)<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.
<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>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.
| Model | Per session | Once 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 |
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.
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.
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 totimepassed to the sceneupdatemethod).startTime-- timestamp when the scene started.timeScale-- multiplier applied to delta time. Default1. Values above 1 speed up all timers; below 1 slow them down;0freezes time.paused-- whentrue, 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.
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.
- 8d ago First seen · 497 lines · 59 tokens per session scan A dc47daf46b3c
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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