# Source: src/time/TimerEvent.js

    /**
    * @author       Richard Davey <rich@photonstorm.com>
    * @copyright    2016 Photon Storm Ltd.
    * @license      {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
    */

    /**
    * A TimerEvent is a single event that is processed by a Phaser.Timer.
    *
    * It consists of a delay, which is a value in milliseconds after which the event will fire.
    * When the event fires it calls a specific callback with the specified arguments.
    *
    * TimerEvents are removed by their parent timer once finished firing or repeating.
    *
    * Use {@link Phaser.Timer#add}, {@link Phaser.Timer#repeat}, or {@link Phaser.Timer#loop} methods to create a new event.
    *
    * @class Phaser.TimerEvent
    * @constructor
    * @param {Phaser.Timer} timer - The Timer object that this TimerEvent belongs to.
    * @param {number} delay - The delay in ms at which this TimerEvent fires.
    * @param {number} tick - The tick is the next game clock time that this event will fire at.
    * @param {number} repeatCount - If this TimerEvent repeats it will do so this many times.
    * @param {boolean} loop - True if this TimerEvent loops, otherwise false.
    * @param {function} callback - The callback that will be called when the TimerEvent occurs.
    * @param {object} callbackContext - The context in which the callback will be called.
    * @param {any[]} arguments - Additional arguments to be passed to the callback.
    */
    Phaser.TimerEvent = function (timer, delay, tick, repeatCount, loop, callback, callbackContext, args) {

        /**
        * @property {Phaser.Timer} timer - The Timer object that this TimerEvent belongs to.
        * @protected
        * @readonly
        */
        this.timer = timer;

        /**
        * @property {number} delay - The delay in ms at which this TimerEvent fires.
        */
        this.delay = delay;

        /**
        * @property {number} tick - The tick is the next game clock time that this event will fire at.
        */
        this.tick = tick;

        /**
        * @property {number} repeatCount - If this TimerEvent repeats it will do so this many times.
        */
        this.repeatCount = repeatCount - 1;

        /**
        * @property {boolean} loop - True if this TimerEvent loops, otherwise false.
        */
        this.loop = loop;

        /**
        * @property {function} callback - The callback that will be called when the TimerEvent occurs.
        */
        this.callback = callback;

        /**
        * @property {object} callbackContext - The context in which the callback will be called.
        */
        this.callbackContext = callbackContext;

        /**
        * @property {any[]} arguments - Additional arguments to be passed to the callback.
        */
        this.args = args;

        /**
        * @property {boolean} pendingDelete - A flag that controls if the TimerEvent is pending deletion.
        * @protected
        */
        this.pendingDelete = false;

    };

    Phaser.TimerEvent.prototype.constructor = Phaser.TimerEvent;