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Performance concerns with multiple timers?


strivinglife
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I'm working on a game where I want to do some checks every minute, every five minutes, and then every some amount of seconds (1 and 5 seconds now, but that might change).

Right now I'm adding the following in the main game scene:

// Add a main timer that runs every second.
this.time.addEvent({
	delay: 1000,
	callback: this.doOneSecondActivities,
	callbackScope: this,
	loop: true
});
// Add a timer that runs every five seconds.
this.time.addEvent({
	delay: 5000,
	callback: this.doFiveSecondActivities,
	callbackScope: this,
	loop: true
});
// Add a timer that should run every minute.
this.time.addEvent({
	delay: 60000,
	callback: this.doOneMinuteActivities,
	callbackScope: this,
	loop: true
});
// Add a timer that should run every five minutes.
this.time.addEvent({
	delay: 1000 * 60 * 5,
	callback: this.doFiveMinuteActivities,
	callbackScope: this,
	loop: true
});

I realize that I shouldn't prematurely optimize, but I'm wondering if I'm going to end up refactoring this later, or if it's relatively safe to setup multiple timers in Phaser 3.

(The other way I can think of handling this is to determine what my smallest time is and then manually keep track of the last time the various events were triggered, adding/subtracting time to determine if an interval has passed. Since the game loop can be paused, I do realize that I might still need to check against a timestamp for certain things.)

Does anyone have experience with multiple timed events in Phaser 3?

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