Question: How do you use a timer in Love2D?


Using a timer in Love2D is essential for managing time-dependent events in your game. Love2D provides the love.timer module, and while it has some basic functions, for complex timer management, it's common to use an external library or write custom timer functionality.

Here's a simple example of how to use a basic timer with Love2D's built-in functionalities:

local timeElapsed = 0 function love.load() -- Initial setup can be done here end function love.update(dt) -- Update the timer each frame timeElapsed = timeElapsed + dt -- Check if a certain period has passed if timeElapsed > 3 then -- Trigger an event every 3 seconds print("Three seconds have passed!") -- Reset the timer timeElapsed = 0 end end function love.draw() -- Drawing code can go here end

In this example, we're creating a variable called timeElapsed to keep track of the time that has passed. Every frame, we increase timeElapsed by dt, which is the delta time (the time in seconds since the last frame). When timeElapsed exceeds 3 seconds, we print a message to the console and reset timeElapsed.

For more advanced timing operations, such as tweening, delayed function calls, or cooldowns, you might want to consider using a timer library like hump.timer or knife.timer. These libraries provide additional features and make complex timing tasks simpler and cleaner.

Here's an example using hump.timer:

Timer = require 'hump.timer' function love.load() Timer.every(3, function() print("Triggered every 3 seconds using hump.timer!") end) end function love.update(dt) Timer.update(dt) end

With hump.timer, you don't need to manually manage time increments. Instead, you define behaviors and intervals, and the library handles the rest.

Remember to include the chosen timer library in your project directory and require it at the beginning of your script.

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