onTimer (timerEvent) {
    var producedTurnips = this.countProductionFromStructures(timerEvent)
    this.doTransaction(producedTurnips, timerEvent)

    this.checkBuildingRuining(timerEvent)

    this.checkRandomEvent(timerEvent)

    this.checkBioFactEvent(timerEvent)

    this.redrawControllers()
    // is game over?
    this.gameEvents.isGameOver(timerEvent)
  }
/**
  * Calls all things that need to be updated after game timer call
  * @param {TimerEvent} timerEvent
  */
Calls all things that need to be updated after game timer call
@param {TimerEvent} timerEvent
Calls all things that need to be updated after game timer call @param { TimerEvent } timerEvent
onTimer (timerEvent) {
    var producedTurnips = this.countProductionFromStructures(timerEvent)
    this.doTransaction(producedTurnips, timerEvent)
    this.checkBuildingRuining(timerEvent)
    this.checkRandomEvent(timerEvent)
    this.checkBioFactEvent(timerEvent)
    this.redrawControllers()
    this.gameEvents.isGameOver(timerEvent)
  }
onTimer ( timerEvent ) { var producedTurnips = this . countProductionFromStructures ( timerEvent ) this . doTransaction ( producedTurnips , timerEvent ) this . checkBuildingRuining ( timerEvent ) this . checkRandomEvent ( timerEvent ) this . checkBioFactEvent ( timerEvent ) this . redrawControllers ( ) this . gameEvents . isGameOver ( timerEvent ) }
Calls all things that need to be updated after game timer call
 @param {TimerEvent} timerEvent
Calls all things that need to be updated after game timer call @param { TimerEvent } timerEvent
// is game over?