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Clarify behavior of Timer.stop()
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doc/classes/Timer.xml

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</brief_description>
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<description>
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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 [member wait_time], it will emit the [signal timeout] signal.
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After a timer enters the tree, it can be manually started with [method start]. A timer node is also started automatically if [member autostart] is [code]true[/code].
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After a timer enters the scene tree, it can be manually started with [method start]. A timer node is also started automatically if [member autostart] is [code]true[/code].
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Without requiring much code, a timer node can be added and configured in the editor. The [signal timeout] signal it emits can also be connected through the Node dock in the editor:
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[codeblock]
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func _on_timer_timeout():
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print("Time to attack!")
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[/codeblock]
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[b]Note:[/b] To create a one-shot timer without instantiating a node, use [method SceneTree.create_timer].
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[b]Note:[/b] Timers are affected by [member Engine.time_scale]. The higher the time scale, the sooner timers will end. How often a timer processes may depend on the framerate or [member Engine.physics_ticks_per_second].
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[b]Note:[/b] Timers are affected by [member Engine.time_scale] unless [member ignore_time_scale] is [code]true[/code]. The higher the time scale, the sooner timers will end. How often a timer processes may depend on the framerate or [member Engine.physics_ticks_per_second].
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</description>
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<tutorials>
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<link title="2D Dodge The Creeps Demo">https://godotengine.org/asset-library/asset/2712</link>
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<return type="void" />
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<param index="0" name="time_sec" type="float" default="-1" />
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<description>
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Starts the timer, or resets the timer if it was started already. Fails if the timer is not inside the tree. If [param time_sec] is greater than [code]0[/code], this value is used for the [member wait_time].
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Starts the timer, or resets the timer if it was started already. Fails if the timer is not inside the scene tree. If [param time_sec] is greater than [code]0[/code], this value is used for the [member wait_time].
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[b]Note:[/b] This method does not resume a paused timer. See [member paused].
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</description>
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</method>
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<method name="stop">
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<return type="void" />
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<description>
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Stops the timer.
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Stops the timer. See also [member paused]. Unlike [method start], this can safely be called if the timer is not inside the scene tree.
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[b]Note:[/b] Calling [method stop] does not emit the [signal timeout] signal, as the timer is not considered to have timed out. If this is desired, use [code]$Timer.timeout.emit()[/code] after calling [method stop] to manually emit the signal.
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</description>
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</method>
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</methods>
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If [code]true[/code], the timer will stop after reaching the end. Otherwise, as by default, the timer will automatically restart.
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</member>
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<member name="paused" type="bool" setter="set_paused" getter="is_paused">
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If [code]true[/code], the timer is paused. A paused timer does not process until this property is set back to [code]false[/code], even when [method start] is called.
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If [code]true[/code], the timer is paused. A paused timer does not process until this property is set back to [code]false[/code], even when [method start] is called. See also [method stop].
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</member>
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<member name="process_callback" type="int" setter="set_timer_process_callback" getter="get_timer_process_callback" enum="Timer.TimerProcessCallback" default="1">
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Specifies when the timer is updated during the main loop.

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