Inheritance #

Timer

Table of contents

Timer #

is_instantiable, Node, core, not_builtin_classes

A countdown timer.

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.

Members #

var autostart: bool = false#

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 ignore_time_scale: bool = false#

If true, the timer will ignore Engine.time_scale and update with the real, elapsed time.

var one_shot: bool = false#

If true, the timer will stop after reaching the end. Otherwise, as by default, the timer will automatically restart.

var paused: bool#

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.

var process_callback = TIMER_PROCESS_IDLE#

Specifies when the timer is updated during the main loop (see TimerProcessCallback).

var time_left: float#

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 wait_time: float = 1.0#

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.

Methods #

const func is_stopped() -> bool#

Returns true if the timer is stopped or has not started.

func start(time_sec: float = -1) -> void#

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.

func stop() -> void#

Stops the timer.

Annotations #

Constants #

const TIMER_PROCESS_PHYSICS = 0 enum TimerProcessCallback#

Update the timer every physics process frame (see Node.NOTIFICATION_INTERNAL_PHYSICS_PROCESS).

const TIMER_PROCESS_IDLE = 1 enum TimerProcessCallback#

Update the timer every process (rendered) frame (see Node.NOTIFICATION_INTERNAL_PROCESS).

Constructors #

Enums #

TimerProcessCallback#

enum TimerProcessCallback { TIMER_PROCESS_PHYSICS = 0, TIMER_PROCESS_IDLE = 1, }

Operators #

Signals #

signal timeout()#

Emitted when the timer reaches the end.

Theme Items #

Tutorials #