Class Timer
A countdown timer.
- Inheritance
-
Timer
Remarks
The Timer node is a countdown timer and is the simplest way to handle time-based logic in the engine. When a timer reaches the end of its wait_time, it will emit the timeout signal.
After a timer enters the tree, it can be manually started with Timer.start. A timer node is also started automatically if autostart is true
.
Without requiring much code, a timer node can be added and configured in the editor. The timeout signal it emits can also be connected through the Node dock in the editor:
func _on_timer_timeout():
print("Time to attack!")
Note: To create a one-shot timer without instantiating a node, use SceneTree.create_timer.
Note: Timers are affected by time_scale. The higher the time scale, the sooner timers will end. How often a timer processes may depend on the framerate or physics_ticks_per_second.
See Also
Properties
autostart
If true
, the timer will start immediately when it enters the scene tree.
Note: After the timer enters the tree, this property is automatically set to false
.
Note: This property does nothing when the timer is running in the editor.
var autostart : bool = false
Property Value
Remarks
ignore_time_scale
If true
, the timer will ignore time_scale and update with the real, elapsed time.
var ignore_time_scale : bool = false
Property Value
Remarks
one_shot
If true
, the timer will stop after reaching the end. Otherwise, as by default, the timer will automatically restart.
var one_shot : bool = false
Property Value
Remarks
paused
If true
, the timer is paused. A paused timer does not process until this property is set back to false
, even when Timer.start is called.
var paused : bool
Property Value
Remarks
process_callback
Specifies when the timer is updated during the main loop (see TimerProcessCallback).
var process_callback : int = 1
Property Value
Remarks
time_left
The timer's remaining time in seconds. This is always 0
if the timer is stopped.
Note: This property is read-only and cannot be modified. It is based on wait_time.
var time_left : float
Property Value
Remarks
- float get_time_left
wait_time
The time required for the timer to end, in seconds. This property can also be set every time Timer.start is called.
Note: Timers can only process once per physics or process frame (depending on the process_callback). An unstable framerate may cause the timer to end inconsistently, which is especially noticeable if the wait time is lower than roughly 0.05
seconds. For very short timers, it is recommended to write your own code instead of using a Timer node. Timers are also affected by time_scale.
var wait_time : float = 1.0
Property Value
Remarks
Methods
is_stopped
Qualifiers: const
Returns true
if the timer is stopped or has not started.
bool is_stopped
start(float)
Starts the timer, or resets the timer if it was started already. Fails if the timer is not inside the tree. If time_sec
is greater than 0
, this value is used for the wait_time.
Note: This method does not resume a paused timer. See paused.
void start(float time_sec)
Parameters
time_sec
float
stop
Stops the timer.
void stop
Events
timeout
Emitted when the timer reaches the end.
signal timeout