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:
const timeline = this.add.timeline();
The Timeline always starts paused. You must call play
on it to start it running.
You can also pass in a configuration object on creation, or an array of them:
const timeline = this.add.timeline({
at: 1000,
run: () => {
this.add.sprite(400, 300, 'logo');
}
});
timeline.play();
In this example we sequence a few different events:
const timeline = this.add.timeline([
{
at: 1000,
run: () => { this.logo = this.add.sprite(400, 300, 'logo'); },
sound: 'TitleMusic'
},
{
at: 2500,
tween: {
targets: this.logo,
y: 600,
yoyo: true
},
sound: 'Explode'
},
{
at: 8000,
event: 'HURRY_PLAYER',
target: this.background,
set: {
tint: 0xff0000
}
}
]);
timeline.play();
There are lots of options available to you via the configuration object. See the Phaser.Types.Time.TimelineEventConfig typedef for more details.
new Timeline(scene, config)
name | type | description |
---|---|---|
scene | Phaser.Scene |
The Scene which owns this Timeline. |
config | Phaser.Types.Time.TimelineEventConfig | Array.<Phaser.Types.Time.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 restart a Timeline after it has completed, you can do so
by calling the Timeline.restart
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.
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 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');
}
});
name | type | description |
---|---|---|
config | Phaser.Types.Time.TimelineEventConfig | Array.<Phaser.Types.Time.TimelineEventConfig> |
The configuration object for this Timeline Event, or an array of them. |
This Timeline instance.
Removes all events from this Timeline, resets the elapsed time to zero and pauses the Timeline.
This Timeline instance.
Destroys this Timeline.
This will remove all events from the Timeline and stop it from processing.
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.
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).
A number between 0 and 1 representing the progress of this Timeline.
Returns true
if this Timeline is currently playing.
A Timeline is playing if it is not paused or not complete.
true
if this Timeline is playing, otherwise false
.
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.
This Timeline instance.
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.
name | type | arguments | Default | description |
---|---|---|---|---|
fromStart | boolean | <optional> | true |
Reset this Timeline back to the start before playing. |
This Timeline instance.
Updates the elapsed time counter, if this Timeline is not paused.
name | type | description |
---|---|---|
time | number |
The current time. Either a High Resolution Timer value if it comes from Request Animation Frame, or Date.now if using SetTimeout. |
delta | number |
The delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate. |
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)
.
This Timeline instance.
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.
This Timeline instance.
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.
This Timeline instance.
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.target
property is set then the Timeline invokes the run
method on that target.
name | type | description |
---|---|---|
time | number |
The current time. Either a High Resolution Timer value if it comes from Request Animation Frame, or Date.now if using SetTimeout. |
delta | number |
The delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate. |