time/basic timed event

 
var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, render: render });

function preload() {

    game.load.image('bisley', 'assets/pics/alex-bisleys_horsy_5.png');

}

var picture;

function create() {

    game.stage.backgroundColor = '#6688ee';

    picture = game.add.sprite(game.world.centerX, game.world.centerY, 'bisley');
    picture.anchor.setTo(0.5, 0.5);

    //  Here we'll create a basic timed event. This is a one-off event, it won't repeat or loop:
    //  The first parameter is how long to wait before the event fires. In this case 4 seconds (you could pass in 4000 as the value as well.)
    //  The next parameter is the function to call ('fadePicture') and finally the context under which that will happen.

    game.time.events.add(Phaser.Timer.SECOND * 4, fadePicture, this);

}

function fadePicture() {

    game.add.tween(picture).to( { alpha: 0 }, 2000, Phaser.Easing.Linear.None, true);

}

function render() {

    game.debug.text("Time until event: " + game.time.events.duration, 32, 32);

}