var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, render: render });
function preload() {
game.load.image('ball', 'assets/sprites/pangball.png');
}
function create() {
game.stage.backgroundColor = '#6688ee';
game.physics.startSystem(Phaser.Physics.ARCADE);
game.physics.arcade.gravity.y = 150;
// Here we'll create a basic repeating event.
// The way a repeating event works is that it is placed into the queue once,
// and when it runs its 'repeatCounter' is reduced by 1 and it's moved back into the queue again.
// To this end the queue will only ever have 1 event actually in it.
// 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.)
// The second parameter is how many times the event will run in total. Here we'll run it 10 times.
// The next two parameters are the function to call ('createBall') and the context under which that will happen.
// Once the event has been called 10 times it will never be called again.
game.time.events.repeat(Phaser.Timer.SECOND * 2, 10, createBall, this);
}
function createBall() {
// A bouncey ball sprite just to visually see what's going on.
var ball = game.add.sprite(game.world.randomX, 0, 'ball');
game.physics.enable(ball, Phaser.Physics.ARCADE);
ball.body.bounce.y = 0.9;
ball.body.collideWorldBounds = true;
}
function render() {
game.debug.text("Time until event: " + game.time.events.duration.toFixed(0), 32, 32);
game.debug.text("Next tick: " + game.time.events.next.toFixed(0), 32, 64);
}