time-and-timers

A guide to timers and time-based events in Phaser 4, a JavaScript framework for making games. It explains actions that happen once, repeat, or follow a timed sequence.

In plain words
What is it for?
Use it for delayed callbacks, repeating or looping events, timed sequences, pausing, and changing the speed of game time.
Why use it?
It helps developers schedule game events without manually tracking elapsed time in their update code.

Skill for Claude CodeCodex

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.

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

Made for: Claude Code, Codex.

Per session 57 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 4,715 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found 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 $0.00057 $0.04715
Opus 5 $0.00028 $0.02357
Sonnet 5 $0.00011 $0.00943
Haiku 4.5 $0.00006 $0.00471

Measured 3d ago against content hash f65c4f5be072, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

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 3d 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.

skills/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: ../scenes/SKILL.md, ../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. 3d ago First seen · 497 lines · 57 tokens per session scan A f65c4f5be072

Subscribe to this mod's changes

time-and-timers is a skill published in the GitHub repository phaserjs/phaser (40,246 stars, last pushed 13d ago), licensed MIT. It adds 57 tokens to every session and 4,715 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.

Related

Other skills, from other repositories

THREE.Terrain

Use this guide when an agent must build, modify, inspect, or document a terrain scene with THREE.Terrain. The library creates heightmapped Three.js terrain and provides procedural generators, filters, material blending, decoration tools, grass, image conversion, analysis, and seeded randomness.

IceCreamYou/THREE.Terrain · 0 tokens

onejs-setup-and-overview

Use this skill whenever the user wants to build or set up user interface in a Unity project using OneJS, React, TypeScript, or JSX, e.g. 'add a main menu to my game', 'build a settings screen', 'make a HUD', 'set up OneJS', 'my OneJS panel is blank', 'the UI is not hot reloading'. Covers confirming OneJS is installed…

Singtaa/OneJS · 199 tokens

Install PuerTS for Unity

Guide for downloading and installing PuerTS UPM packages into a Unity project — covers version selection, package dependencies, download/extract and git URL installation methods, and Editor Assistant setup.

Tencent/puerts · 44 tokens

puerts_changelogs

指引如何为 puerts 项目编写 Unity 和 Unreal 的 changelog.

Tencent/puerts · 22 tokens

vtj-ui-integration

Integrates Vue UI with Three.js while maintaining strict separation. Use when building HUDs, menus, or handling UI-to-scene communication via events.

hexianWeb/Third-Person-MC · 36 tokens

photo-sphere-viewer

Use when displaying 360-degree panoramic images (equirectangular/cubemap/dual-fisheye) in web applications, building virtual tours with markers and transitions, embedding interactive panoramas in Vue/React/vanilla JS, or creating 360-degree video players with gyroscope VR support. Photo-Sphere-Viewer v5: JavaScript…

znlgis/opengis-skills · 99 tokens