Creates a delayed call.
The arguments that the callback will be executed with. Beware: not a copy, but the actual object!
The callback that will be executed when the time is up.
The time that has already passed (in seconds).
Indicates if enough time has passed, and the call has already been executed.
The number of times the call will be repeated. Set to '0' to repeat indefinitely. @default 1
The time for which calls will be delayed (in seconds).
Registers an event listener at a certain object.
Advances the delayed call so that it is executed right away. If 'repeatCount' is anything else than '1', this method will complete only the current iteration.
Dispatches an event to all objects that have registered listeners for its type. If an event with enabled 'bubble' property is dispatched to a display object, it will travel up along the line of parents, until it either hits the root object or someone stops its propagation manually.
Dispatches an event with the given parameters to all objects that have registered listeners for the given type. The method uses an internal pool of event objects to avoid allocations.
If called with one argument, figures out if there are any listeners registered for the given event type. If called with two arguments, also determines if a specific listener is registered.
Removes an event listener from the object.
Removes all event listeners with a certain type, or all of them if type is null. Be careful when removing all event listeners: you never know who else was listening.
Resets the delayed call to its default values, which is useful for pooling.
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A DelayedCall allows you to execute a method after a certain time has passed. Since it implements the IAnimatable interface, it can be added to a juggler. In most cases, you do not have to use this class directly; the juggler class contains a method to delay calls directly.
DelayedCall dispatches an Event of type 'Event.REMOVE_FROM_JUGGLER' when it is finished, so that the juggler automatically removes it when its no longer needed.
@see Juggler