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Phaser.Timer is now feature complete and fully documented. You can create Phaser.TimerEvents on a Timer and lots of new examples have been provided.
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, render: render });
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function preload() {
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game.load.image('ball', 'assets/sprites/pangball.png');
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}
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function create() {
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game.stage.backgroundColor = '#6688ee';
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// Here we'll create a basic repeating event.
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// The way a repeating event works is that it is placed into the queue once,
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// and when it runs its 'repeatCounter' is reduced by 1 and it's moved back into the queue again.
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// To this end the queue will only ever have 1 event actually in it.
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// The first parameter is how long to wait before the event fires. In this case 2 seconds (you could pass in 2000 as the value as well.)
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// The second parameter is how many times the event will run in total. Here we'll run it 10 times.
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// The next two parameters are the function to call ('createBall') and the context under which that will happen.
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// Once the event has been called 10 times it will never be called again.
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game.time.events.repeat(Phaser.Timer.SECOND * 2, 10, createBall, this);
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}
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function createBall() {
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// A bouncey ball sprite just to visually see what's going on.
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var ball = game.add.sprite(game.world.randomX, 0, 'ball');
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ball.body.gravity.y = 200;
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ball.body.bounce.y = 0.5;
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ball.body.collideWorldBounds = true;
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}
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function render() {
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game.debug.renderText("Time until event: " + game.time.events.duration.toFixed(0), 32, 32);
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game.debug.renderText("Next tick: " + game.time.events.next.toFixed(0), 32, 64);
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}
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