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Timer

Inherits: Node < Object

Category: Core

Brief Description

A countdown timer.

Member Functions

bool is_stopped ( ) const
void start ( )
void stop ( )

Signals

timeout ( )

Emitted when the Timer reaches 0.

Member Variables

  • bool autostart - If true, Timer will automatically start when entering the scene tree. Default value: false.
  • bool one_shot - If true, Timer will stop when reaching 0. If false, it will restart. Default value: false.
  • bool paused - If true, the timer is paused and will not process until it is unpaused again, even if start is called.
  • TimerProcessMode process_mode - Processing mode. Uses TIMER_PROCESS_* constants as value.
  • float time_left - The timer’s remaining time in seconds. Returns 0 if the timer is inactive.
  • float wait_time - Wait time in seconds.

Enums

enum TimerProcessMode

  • TIMER_PROCESS_PHYSICS = 0 — Update the Timer during the physics step at each frame (fixed framerate processing).
  • TIMER_PROCESS_IDLE = 1 — Update the Timer during the idle time at each frame.

Description

Counts down a specified interval and emits a signal on reaching 0. Can be set to repeat or “one shot” mode.

Member Function Description

bool is_stopped ( ) const

Returns true if the timer is stopped.

void start ( )

Starts the timer. This also resets the remaining time to wait_time.

Note: this method will not resume a paused timer. See set_paused.

void stop ( )

Stop (cancel) the Timer.

© 2014–2018 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.
http://docs.godotengine.org/en/3.0/classes/class_timer.html