| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316 | :github_url: hide.. DO NOT EDIT THIS FILE!!!.. Generated automatically from Godot engine sources... Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py... XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Timer.xml... _class_Timer:Timer=====**Inherits:** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`A countdown timer... rst-class:: classref-introduction-groupDescription-----------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 :ref:`wait_time<class_Timer_property_wait_time>`, it will emit the :ref:`timeout<class_Timer_signal_timeout>` signal.After a timer enters the scene tree, it can be manually started with :ref:`start()<class_Timer_method_start>`. A timer node is also started automatically if :ref:`autostart<class_Timer_property_autostart>` is ``true``.Without requiring much code, a timer node can be added and configured in the editor. The :ref:`timeout<class_Timer_signal_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 :ref:`SceneTree.create_timer()<class_SceneTree_method_create_timer>`.\ **Note:** Timers are affected by :ref:`Engine.time_scale<class_Engine_property_time_scale>` unless :ref:`ignore_time_scale<class_Timer_property_ignore_time_scale>` is ``true``. The higher the time scale, the sooner timers will end. How often a timer processes may depend on the framerate or :ref:`Engine.physics_ticks_per_second<class_Engine_property_physics_ticks_per_second>`... rst-class:: classref-introduction-groupTutorials---------- `2D Dodge The Creeps Demo <https://godotengine.org/asset-library/asset/2712>`__.. rst-class:: classref-reftable-groupProperties----------.. table::   :widths: auto   +--------------------------------------------------------------+------------------------------------------------------------------+-----------+   | :ref:`bool<class_bool>`                                      | :ref:`autostart<class_Timer_property_autostart>`                 | ``false`` |   +--------------------------------------------------------------+------------------------------------------------------------------+-----------+   | :ref:`bool<class_bool>`                                      | :ref:`ignore_time_scale<class_Timer_property_ignore_time_scale>` | ``false`` |   +--------------------------------------------------------------+------------------------------------------------------------------+-----------+   | :ref:`bool<class_bool>`                                      | :ref:`one_shot<class_Timer_property_one_shot>`                   | ``false`` |   +--------------------------------------------------------------+------------------------------------------------------------------+-----------+   | :ref:`bool<class_bool>`                                      | :ref:`paused<class_Timer_property_paused>`                       |           |   +--------------------------------------------------------------+------------------------------------------------------------------+-----------+   | :ref:`TimerProcessCallback<enum_Timer_TimerProcessCallback>` | :ref:`process_callback<class_Timer_property_process_callback>`   | ``1``     |   +--------------------------------------------------------------+------------------------------------------------------------------+-----------+   | :ref:`float<class_float>`                                    | :ref:`time_left<class_Timer_property_time_left>`                 |           |   +--------------------------------------------------------------+------------------------------------------------------------------+-----------+   | :ref:`float<class_float>`                                    | :ref:`wait_time<class_Timer_property_wait_time>`                 | ``1.0``   |   +--------------------------------------------------------------+------------------------------------------------------------------+-----------+.. rst-class:: classref-reftable-groupMethods-------.. table::   :widths: auto   +-------------------------+-----------------------------------------------------------------------------------------+   | :ref:`bool<class_bool>` | :ref:`is_stopped<class_Timer_method_is_stopped>`\ (\ ) |const|                          |   +-------------------------+-----------------------------------------------------------------------------------------+   | |void|                  | :ref:`start<class_Timer_method_start>`\ (\ time_sec\: :ref:`float<class_float>` = -1\ ) |   +-------------------------+-----------------------------------------------------------------------------------------+   | |void|                  | :ref:`stop<class_Timer_method_stop>`\ (\ )                                              |   +-------------------------+-----------------------------------------------------------------------------------------+.. rst-class:: classref-section-separator----.. rst-class:: classref-descriptions-groupSignals-------.. _class_Timer_signal_timeout:.. rst-class:: classref-signal**timeout**\ (\ ) :ref:`🔗<class_Timer_signal_timeout>`Emitted when the timer reaches the end... rst-class:: classref-section-separator----.. rst-class:: classref-descriptions-groupEnumerations------------.. _enum_Timer_TimerProcessCallback:.. rst-class:: classref-enumerationenum **TimerProcessCallback**: :ref:`🔗<enum_Timer_TimerProcessCallback>`.. _class_Timer_constant_TIMER_PROCESS_PHYSICS:.. rst-class:: classref-enumeration-constant:ref:`TimerProcessCallback<enum_Timer_TimerProcessCallback>` **TIMER_PROCESS_PHYSICS** = ``0``Update the timer every physics process frame (see :ref:`Node.NOTIFICATION_INTERNAL_PHYSICS_PROCESS<class_Node_constant_NOTIFICATION_INTERNAL_PHYSICS_PROCESS>`)... _class_Timer_constant_TIMER_PROCESS_IDLE:.. rst-class:: classref-enumeration-constant:ref:`TimerProcessCallback<enum_Timer_TimerProcessCallback>` **TIMER_PROCESS_IDLE** = ``1``Update the timer every process (rendered) frame (see :ref:`Node.NOTIFICATION_INTERNAL_PROCESS<class_Node_constant_NOTIFICATION_INTERNAL_PROCESS>`)... rst-class:: classref-section-separator----.. rst-class:: classref-descriptions-groupProperty Descriptions---------------------.. _class_Timer_property_autostart:.. rst-class:: classref-property:ref:`bool<class_bool>` **autostart** = ``false`` :ref:`🔗<class_Timer_property_autostart>`.. rst-class:: classref-property-setget- |void| **set_autostart**\ (\ value\: :ref:`bool<class_bool>`\ )- :ref:`bool<class_bool>` **has_autostart**\ (\ )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... rst-class:: classref-item-separator----.. _class_Timer_property_ignore_time_scale:.. rst-class:: classref-property:ref:`bool<class_bool>` **ignore_time_scale** = ``false`` :ref:`🔗<class_Timer_property_ignore_time_scale>`.. rst-class:: classref-property-setget- |void| **set_ignore_time_scale**\ (\ value\: :ref:`bool<class_bool>`\ )- :ref:`bool<class_bool>` **is_ignoring_time_scale**\ (\ )If ``true``, the timer will ignore :ref:`Engine.time_scale<class_Engine_property_time_scale>` and update with the real, elapsed time... rst-class:: classref-item-separator----.. _class_Timer_property_one_shot:.. rst-class:: classref-property:ref:`bool<class_bool>` **one_shot** = ``false`` :ref:`🔗<class_Timer_property_one_shot>`.. rst-class:: classref-property-setget- |void| **set_one_shot**\ (\ value\: :ref:`bool<class_bool>`\ )- :ref:`bool<class_bool>` **is_one_shot**\ (\ )If ``true``, the timer will stop after reaching the end. Otherwise, as by default, the timer will automatically restart... rst-class:: classref-item-separator----.. _class_Timer_property_paused:.. rst-class:: classref-property:ref:`bool<class_bool>` **paused** :ref:`🔗<class_Timer_property_paused>`.. rst-class:: classref-property-setget- |void| **set_paused**\ (\ value\: :ref:`bool<class_bool>`\ )- :ref:`bool<class_bool>` **is_paused**\ (\ )If ``true``, the timer is paused. A paused timer does not process until this property is set back to ``false``, even when :ref:`start()<class_Timer_method_start>` is called. See also :ref:`stop()<class_Timer_method_stop>`... rst-class:: classref-item-separator----.. _class_Timer_property_process_callback:.. rst-class:: classref-property:ref:`TimerProcessCallback<enum_Timer_TimerProcessCallback>` **process_callback** = ``1`` :ref:`🔗<class_Timer_property_process_callback>`.. rst-class:: classref-property-setget- |void| **set_timer_process_callback**\ (\ value\: :ref:`TimerProcessCallback<enum_Timer_TimerProcessCallback>`\ )- :ref:`TimerProcessCallback<enum_Timer_TimerProcessCallback>` **get_timer_process_callback**\ (\ )Specifies when the timer is updated during the main loop... rst-class:: classref-item-separator----.. _class_Timer_property_time_left:.. rst-class:: classref-property:ref:`float<class_float>` **time_left** :ref:`🔗<class_Timer_property_time_left>`.. rst-class:: classref-property-setget- :ref:`float<class_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 :ref:`wait_time<class_Timer_property_wait_time>`... rst-class:: classref-item-separator----.. _class_Timer_property_wait_time:.. rst-class:: classref-property:ref:`float<class_float>` **wait_time** = ``1.0`` :ref:`🔗<class_Timer_property_wait_time>`.. rst-class:: classref-property-setget- |void| **set_wait_time**\ (\ value\: :ref:`float<class_float>`\ )- :ref:`float<class_float>` **get_wait_time**\ (\ )The time required for the timer to end, in seconds. This property can also be set every time :ref:`start()<class_Timer_method_start>` is called.\ **Note:** Timers can only process once per physics or process frame (depending on the :ref:`process_callback<class_Timer_property_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 :ref:`Engine.time_scale<class_Engine_property_time_scale>`... rst-class:: classref-section-separator----.. rst-class:: classref-descriptions-groupMethod Descriptions-------------------.. _class_Timer_method_is_stopped:.. rst-class:: classref-method:ref:`bool<class_bool>` **is_stopped**\ (\ ) |const| :ref:`🔗<class_Timer_method_is_stopped>`Returns ``true`` if the timer is stopped or has not started... rst-class:: classref-item-separator----.. _class_Timer_method_start:.. rst-class:: classref-method|void| **start**\ (\ time_sec\: :ref:`float<class_float>` = -1\ ) :ref:`🔗<class_Timer_method_start>`Starts the timer, or resets the timer if it was started already. Fails if the timer is not inside the scene tree. If ``time_sec`` is greater than ``0``, this value is used for the :ref:`wait_time<class_Timer_property_wait_time>`.\ **Note:** This method does not resume a paused timer. See :ref:`paused<class_Timer_property_paused>`... rst-class:: classref-item-separator----.. _class_Timer_method_stop:.. rst-class:: classref-method|void| **stop**\ (\ ) :ref:`🔗<class_Timer_method_stop>`Stops the timer. See also :ref:`paused<class_Timer_property_paused>`. Unlike :ref:`start()<class_Timer_method_start>`, this can safely be called if the timer is not inside the scene tree.\ **Note:** Calling :ref:`stop()<class_Timer_method_stop>` does not emit the :ref:`timeout<class_Timer_signal_timeout>` signal, as the timer is not considered to have timed out. If this is desired, use ``$Timer.timeout.emit()`` after calling :ref:`stop()<class_Timer_method_stop>` to manually emit the signal... |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`.. |required| replace:: :abbr:`required (This method is required to be overridden when extending its base class.)`.. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`.. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`.. |constructor| replace:: :abbr:`constructor (This method is used to construct a type.)`.. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)`.. |operator| replace:: :abbr:`operator (This method describes a valid operator to use with this type as left-hand operand.)`.. |bitfield| replace:: :abbr:`BitField (This value is an integer composed as a bitmask of the following flags.)`.. |void| replace:: :abbr:`void (No return value.)`
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