Timer
A countdown timer.
Description
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 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 Engine.time_scale. The higher the time scale, the sooner timers will end. How often a timer processes may depend on the framerate or Engine.physics_ticks_per_second.
Tutorials
Properties
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Methods
is_stopped() const | |
void | |
void | stop() |
Signals
timeout() 🔗
Emitted when the timer reaches the end.
Enumerations
enum TimerProcessCallback: 🔗
TimerProcessCallback TIMER_PROCESS_PHYSICS = 0
Update the timer every physics process frame (see Node.NOTIFICATION_INTERNAL_PHYSICS_PROCESS).
TimerProcessCallback TIMER_PROCESS_IDLE = 1
Update the timer every process (rendered) frame (see Node.NOTIFICATION_INTERNAL_PROCESS).
Property Descriptions
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
.
If true
, the timer will stop after reaching the end. Otherwise, as by default, the timer will automatically restart.
If true
, the timer is paused. A paused timer does not process until this property is set back to false
, even when start is called.
TimerProcessCallback process_callback = 1
🔗
void set_timer_process_callback(value: TimerProcessCallback)
TimerProcessCallback get_timer_process_callback()
Specifies when the timer is updated during the main loop (see TimerProcessCallback).
- float get_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.
The time required for the timer to end, in seconds. This property can also be set every time 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 Engine.time_scale.
Method Descriptions
Returns true
if the timer is stopped or has not started.
void start(time_sec: float = -1) 🔗
Starts the timer, if it was not 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 stop() 🔗
Stops the timer.
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