Phaser API Documentation

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Phaser . GameObjects . Video

This is a beta release of our new docs system. Found an issue?
Please tell us about it in the #📖-newdocs-feedback channel on the Phaser Discord

Phaser . GameObjects . Video

A Video Game Object.

This Game Object is capable of handling playback of a previously loaded video from the Phaser Video Cache, or playing a video based on a given URL. Videos can be either local, or streamed.

preload () {
  this.load.video('pixar', 'nemo.mp4');
}

create () {
  this.add.video(400, 300, 'pixar');
}

To all intents and purposes, a video is a standard Game Object, just like a Sprite. And as such, you can do all the usual things to it, such as scaling, rotating, cropping, tinting, making interactive, giving a physics body, etc.

Transparent videos are also possible via the WebM file format. Providing the video file has was encoded with an alpha channel, and providing the browser supports WebM playback (not all of them do), then it will render in-game with full transparency.

Autoplaying Videos

Videos can only autoplay if the browser has been unlocked with an interaction, or satisfies the MEI settings. The policies that control autoplaying are vast and vary between browser. You can, and should, read more about it here: https://developer.mozilla.org/en-US/docs/Web/Media/Autoplay_guide

If your video doesn't contain any audio, then set the noAudio parameter to true when the video is loaded, and it will often allow the video to play immediately:

preload () {
  this.load.video('pixar', 'nemo.mp4', 'loadeddata', false, true);
}

The 5th parameter in the load call tells Phaser that the video doesn't contain any audio tracks. Video without audio can autoplay without requiring a user interaction. Video with audio cannot do this unless it satisfies the browsers MEI settings. See the MDN Autoplay Guide for further details.

Note that due to a bug in IE11 you cannot play a video texture to a Sprite in WebGL. For IE11 force Canvas mode.

More details about video playback and the supported media formats can be found on MDN:

https://developer.mozilla.org/en-US/docs/Web/API/HTMLVideoElement https://developer.mozilla.org/en-US/docs/Web/Media/Formats

Constructor:

new Video(scene, x, y, [key])

Parameters:

name type arguments description
scene Phaser.Scene

The Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time.

x number

The horizontal position of this Game Object in the world.

y number

The vertical position of this Game Object in the world.

key string <optional>

Optional key of the Video this Game Object will play, as stored in the Video Cache.

Since: 3.20.0

Extends


Members

<private> _alpha: number
Focus
Focus

Description:

Private internal value. Holds the global alpha value.

Type:
number
Default: 1
Inherited from: Phaser.GameObjects.Components.Alpha#_alpha
Since: 3.0.0
Focus
Focus
<private> _alphaBL: number
Focus
Focus

Description:

Private internal value. Holds the bottom-left alpha value.

Type:
number
Default: 1
Inherited from: Phaser.GameObjects.Components.Alpha#_alphaBL
Since: 3.0.0
Focus
Focus
<private> _alphaBR: number
Focus
Focus

Description:

Private internal value. Holds the bottom-right alpha value.

Type:
number
Default: 1
Inherited from: Phaser.GameObjects.Components.Alpha#_alphaBR
Since: 3.0.0
Focus
Focus
<private> _alphaTL: number
Focus
Focus

Description:

Private internal value. Holds the top-left alpha value.

Type:
number
Default: 1
Inherited from: Phaser.GameObjects.Components.Alpha#_alphaTL
Since: 3.0.0
Focus
Focus
<private> _alphaTR: number
Focus
Focus

Description:

Private internal value. Holds the top-right alpha value.

Type:
number
Default: 1
Inherited from: Phaser.GameObjects.Components.Alpha#_alphaTR
Since: 3.0.0
Focus
Focus
<private> _blendMode: number
Focus
Focus

Description:

Private internal value. Holds the current blend mode.

Type:
number
Default: 0
Inherited from: Phaser.GameObjects.Components.BlendMode#_blendMode
Since: 3.0.0
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<private> _cacheKey: string
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Description:

The key of the video being played from the Video cache, if any.

Type:
string
Since: 3.20.0
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<private> _callbacks: any
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Description:

The locally bound event callback handlers.

Type:
any
Since: 3.20.0
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<private> _codeMuted: boolean
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Description:

The video was muted due to game code, not a system event.

Type:
boolean
Since: 3.20.0
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<private> _codePaused: boolean
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Description:

The video was paused due to game code, not a system event.

Type:
boolean
Since: 3.20.0
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<private> _crop: object
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Description:

The internal crop data object, as used by setCrop and passed to the Frame.setCropUVs method.

Type:
object
Since: 3.20.0
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<private> _depth: number
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Description:

Private internal value. Holds the depth of the Game Object.

Type:
number
Default: 0
Inherited from: Phaser.GameObjects.Components.Depth#_depth
Since: 3.0.0
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Focus
<private> _isSeeking: boolean
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Description:

Is the video currently seeking?

Type:
boolean
Since: 3.20.0
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<private> _key: string
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Description:

The key used by the texture as stored in the Texture Manager.

Type:
string
Since: 3.20.0
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<private> _lastUpdate: number
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Description:

The last time the TextureSource was updated.

Type:
number
Since: 3.20.0
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<private> _markerIn: number
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Description:

The in marker.

Type:
number
Since: 3.20.0
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<private> _markerOut: number
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Description:

The out marker.

Type:
number
Since: 3.20.0
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<private> _originComponent: boolean
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Description:

A property indicating that a Game Object has this component.

Type:
boolean
Default: true
Inherited from: Phaser.GameObjects.Components.Origin#_originComponent
Since: 3.2.0
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<private> _retryID: number
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Description:

The setTimeout callback ID.

Type:
number
Since: 3.20.0
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<private> _rotation: number
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Description:

Private internal value. Holds the rotation value in radians.

Type:
number
Default: 0
Inherited from: Phaser.GameObjects.Components.Transform#_rotation
Since: 3.0.0
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Focus
<private> _scaleX: number
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Description:

Private internal value. Holds the horizontal scale value.

Type:
number
Default: 1
Inherited from: Phaser.GameObjects.Components.Transform#_scaleX
Since: 3.0.0
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<private> _scaleY: number
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Description:

Private internal value. Holds the vertical scale value.

Type:
number
Default: 1
Inherited from: Phaser.GameObjects.Components.Transform#_scaleY
Since: 3.0.0
Focus
Focus
<private> _sizeComponent: boolean
Focus
Focus

Description:

A property indicating that a Game Object has this component.

Type:
boolean
Default: true
Inherited from: Phaser.GameObjects.Components.Size#_sizeComponent
Since: 3.2.0
Focus
Focus
<private> _systemMuted: boolean
Focus
Focus

Description:

The video was muted due to a system event, such as the game losing focus.

Type:
boolean
Since: 3.20.0
Focus
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<private> _systemPaused: boolean
Focus
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Description:

The video was paused due to a system event, such as the game losing focus.

Type:
boolean
Since: 3.20.0
Focus
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<private> _visible: boolean
Focus
Focus

Description:

Private internal value. Holds the visible value.

Type:
boolean
Default: true
Inherited from: Phaser.GameObjects.Components.Visible#_visible
Since: 3.0.0
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Focus
active: boolean
Focus
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Description:

The active state of this Game Object. A Game Object with an active state of true is processed by the Scenes UpdateList, if added to it. An active object is one which is having its logic and internal systems updated.

Type:
boolean
Default: true
Inherited from: Phaser.GameObjects.GameObject#active
Since: 3.0.0
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alpha: number
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Description:

The alpha value of the Game Object.

This is a global value, impacting the entire Game Object, not just a region of it.

Type:
number
Inherited from: Phaser.GameObjects.Components.Alpha#alpha
Since: 3.0.0
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Only webGL alphaBottomLeft: number
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Description:

The alpha value starting from the bottom-left of the Game Object. This value is interpolated from the corner to the center of the Game Object.

Type:
number
Inherited from: Phaser.GameObjects.Components.Alpha#alphaBottomLeft
Since: 3.0.0
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Only webGL alphaBottomRight: number
Focus
Focus

Description:

The alpha value starting from the bottom-right of the Game Object. This value is interpolated from the corner to the center of the Game Object.

Type:
number
Inherited from: Phaser.GameObjects.Components.Alpha#alphaBottomRight
Since: 3.0.0
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Only webGL alphaTopLeft: number
Focus
Focus

Description:

The alpha value starting from the top-left of the Game Object. This value is interpolated from the corner to the center of the Game Object.

Type:
number
Inherited from: Phaser.GameObjects.Components.Alpha#alphaTopLeft
Since: 3.0.0
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Only webGL alphaTopRight: number
Focus
Focus

Description:

The alpha value starting from the top-right of the Game Object. This value is interpolated from the corner to the center of the Game Object.

Type:
number
Inherited from: Phaser.GameObjects.Components.Alpha#alphaTopRight
Since: 3.0.0
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angle: number
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Description:

The angle of this Game Object as expressed in degrees.

Phaser uses a right-hand clockwise rotation system, where 0 is right, 90 is down, 180/-180 is left and -90 is up.

If you prefer to work in radians, see the rotation property instead.

Type:
number
Default: 0
Inherited from: Phaser.GameObjects.Components.Transform#angle
Since: 3.0.0
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blendMode: string | Phaser.BlendModes
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Description:

Sets the Blend Mode being used by this Game Object.

This can be a const, such as Phaser.BlendModes.SCREEN, or an integer, such as 4 (for Overlay)

Under WebGL only the following Blend Modes are available:

  • ADD
  • MULTIPLY
  • SCREEN
  • ERASE

Canvas has more available depending on browser support.

You can also create your own custom Blend Modes in WebGL.

Blend modes have different effects under Canvas and WebGL, and from browser to browser, depending on support. Blend Modes also cause a WebGL batch flush should it encounter a new blend mode. For these reasons try to be careful about the construction of your Scene and the frequency of which blend modes are used.

Type:
Inherited from: Phaser.GameObjects.Components.BlendMode#blendMode
Since: 3.0.0
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<nullable> body: MatterJS.BodyType | Phaser.Physics.Arcade.Body | Phaser.Physics.Arcade.StaticBody
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Description:

If this Game Object is enabled for Arcade or Matter Physics then this property will contain a reference to a Physics Body.

Type:
Default: null
Inherited from: Phaser.GameObjects.GameObject#body
Since: 3.0.0
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cameraFilter: number
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Description:

A bitmask that controls if this Game Object is drawn by a Camera or not. Not usually set directly, instead call Camera.ignore, however you can set this property directly using the Camera.id property:

Type:
number
Default: 0
Inherited from: Phaser.GameObjects.GameObject#cameraFilter
Overrides: Phaser.GameObjects.GameObject#cameraFilter
Since: 3.0.0
Focus
Focus

Description:

A Data Manager. It allows you to store, query and get key/value paired information specific to this Game Object. null by default. Automatically created if you use getData or setData or setDataEnabled.

Type:
Default: null
Inherited from: Phaser.GameObjects.GameObject#data
Since: 3.0.0
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Focus
Only webGL defaultPipeline: Phaser.Renderer.WebGL.WebGLPipeline
Focus
Focus

Description:

The initial WebGL pipeline of this Game Object.

If you call resetPipeline on this Game Object, the pipeline is reset to this default.

Type:
Default: null
Inherited from: Phaser.GameObjects.Components.Pipeline#defaultPipeline
Since: 3.0.0
Focus
Focus
depth: number
Focus
Focus

Description:

The depth of this Game Object within the Scene.

The depth is also known as the 'z-index' in some environments, and allows you to change the rendering order of Game Objects, without actually moving their position in the display list.

The default depth is zero. A Game Object with a higher depth value will always render in front of one with a lower value.

Setting the depth will queue a depth sort event within the Scene.

Type:
number
Inherited from: Phaser.GameObjects.Components.Depth#depth
Since: 3.0.0
Focus
Focus
displayHeight: number
Focus
Focus

Description:

The displayed height of this Game Object.

This value takes into account the scale factor.

Setting this value will adjust the Game Object's scale property.

Type:
number
Inherited from: Phaser.GameObjects.Components.Size#displayHeight
Since: 3.0.0
Focus
Focus

Description:

Holds a reference to the Display List that contains this Game Object.

This is set automatically when this Game Object is added to a Scene or Layer.

You should treat this property as being read-only.

Type:
Default: null
Inherited from: Phaser.GameObjects.GameObject#displayList
Since: 3.50.0
Focus
Focus
displayOriginX: number
Focus
Focus

Description:

The horizontal display origin of this Game Object. The origin is a normalized value between 0 and 1. The displayOrigin is a pixel value, based on the size of the Game Object combined with the origin.

Type:
number
Inherited from: Phaser.GameObjects.Components.Origin#displayOriginX
Since: 3.0.0
Focus
Focus
displayOriginY: number
Focus
Focus

Description:

The vertical display origin of this Game Object. The origin is a normalized value between 0 and 1. The displayOrigin is a pixel value, based on the size of the Game Object combined with the origin.

Type:
number
Inherited from: Phaser.GameObjects.Components.Origin#displayOriginY
Since: 3.0.0
Focus
Focus
displayWidth: number
Focus
Focus

Description:

The displayed width of this Game Object.

This value takes into account the scale factor.

Setting this value will adjust the Game Object's scale property.

Type:
number
Inherited from: Phaser.GameObjects.Components.Size#displayWidth
Since: 3.0.0
Focus
Focus
flipX: boolean
Focus
Focus

Description:

The horizontally flipped state of the Game Object.

A Game Object that is flipped horizontally will render inversed on the horizontal axis. Flipping always takes place from the middle of the texture and does not impact the scale value. If this Game Object has a physics body, it will not change the body. This is a rendering toggle only.

Type:
boolean
Default: false
Inherited from: Phaser.GameObjects.Components.Flip#flipX
Since: 3.0.0
Focus
Focus
flipY: boolean
Focus
Focus

Description:

If you have saved this video to a texture via the saveTexture method, this controls if the video is rendered with flipY in WebGL or not. You often need to set this if you wish to use the video texture as the input source for a shader. If you find your video is appearing upside down within a shader or custom pipeline, flip this property.

Type:
boolean
Overrides: Phaser.GameObjects.Components.Flip#flipY
Since: 3.20.0
Focus
Focus

Description:

The Texture Frame this Game Object is using to render with.

Type:
Inherited from: Phaser.GameObjects.Components.TextureCrop#frame
Since: 3.0.0
Focus
Focus
Only webGL hasPostPipeline: boolean
Focus
Focus

Description:

Does this Game Object have any Post Pipelines set?

Type:
boolean
Inherited from: Phaser.GameObjects.Components.Pipeline#hasPostPipeline
Since: 3.50.0
Focus
Focus
height: number
Focus
Focus

Description:

The native (un-scaled) height of this Game Object.

Changing this value will not change the size that the Game Object is rendered in-game. For that you need to either set the scale of the Game Object (setScale) or use the displayHeight property.

Type:
number
Inherited from: Phaser.GameObjects.Components.Size#height
Since: 3.0.0
Focus
Focus
ignoreDestroy: boolean
Focus
Focus

Description:

This Game Object will ignore all calls made to its destroy method if this flag is set to true. This includes calls that may come from a Group, Container or the Scene itself. While it allows you to persist a Game Object across Scenes, please understand you are entirely responsible for managing references to and from this Game Object.

Type:
boolean
Default: false
Inherited from: Phaser.GameObjects.GameObject#ignoreDestroy
Since: 3.5.0
Focus
Focus

Description:

If this Game Object is enabled for input then this property will contain an InteractiveObject instance. Not usually set directly. Instead call GameObject.setInteractive().

Type:
Default: null
Inherited from: Phaser.GameObjects.GameObject#input
Since: 3.0.0
Focus
Focus
isCropped: boolean
Focus
Focus

Description:

A boolean flag indicating if this Game Object is being cropped or not. You can toggle this at any time after setCrop has been called, to turn cropping on or off. Equally, calling setCrop with no arguments will reset the crop and disable it.

Type:
boolean
Inherited from: Phaser.GameObjects.Components.TextureCrop#isCropped
Since: 3.11.0
Focus
Focus
Only webGL <readonly> isTinted: boolean
Focus
Focus

Description:

Does this Game Object have a tint applied?

It checks to see if the 4 tint properties are set to the value 0xffffff and that the tintFill property is false. This indicates that a Game Object isn't tinted.

Type:
boolean
Inherited from: Phaser.GameObjects.Components.Tint#isTinted
Since: 3.11.0
Focus
Focus
markers: any
Focus
Focus

Description:

An object containing in and out markers for sequence playback.

Type:
any
Since: 3.20.0
Focus
Focus
name: string
Focus
Focus

Description:

The name of this Game Object. Empty by default and never populated by Phaser, this is left for developers to use.

Type:
string
Default: ''
Inherited from: Phaser.GameObjects.GameObject#name
Since: 3.0.0
Focus
Focus
originX: number
Focus
Focus

Description:

The horizontal origin of this Game Object. The origin maps the relationship between the size and position of the Game Object. The default value is 0.5, meaning all Game Objects are positioned based on their center. Setting the value to 0 means the position now relates to the left of the Game Object.

Type:
number
Default: 0.5
Inherited from: Phaser.GameObjects.Components.Origin#originX
Since: 3.0.0
Focus
Focus
originY: number
Focus
Focus

Description:

The vertical origin of this Game Object. The origin maps the relationship between the size and position of the Game Object. The default value is 0.5, meaning all Game Objects are positioned based on their center. Setting the value to 0 means the position now relates to the top of the Game Object.

Type:
number
Default: 0.5
Inherited from: Phaser.GameObjects.Components.Origin#originY
Since: 3.0.0
Focus
Focus
parentContainer: Phaser.GameObjects.Container
Focus
Focus

Description:

The parent Container of this Game Object, if it has one.

Type:
Inherited from: Phaser.GameObjects.GameObject#parentContainer
Since: 3.4.0
Focus
Focus

Description:

The current WebGL pipeline of this Game Object.

Type:
Default: null
Inherited from: Phaser.GameObjects.Components.Pipeline#pipeline
Since: 3.0.0
Focus
Focus
Only webGL pipelineData: object
Focus
Focus

Description:

An object to store pipeline specific data in, to be read by the pipelines this Game Object uses.

Type:
object
Inherited from: Phaser.GameObjects.Components.Pipeline#pipelineData
Since: 3.50.0
Focus
Focus
playWhenUnlocked: boolean
Focus
Focus

Description:

Should the video auto play when document interaction is required and happens?

Type:
boolean
Since: 3.20.0
Focus
Focus
Only webGL postPipelines: Array.<Phaser.Renderer.WebGL.Pipelines.PostFXPipeline>
Focus
Focus

Description:

The WebGL Post FX Pipelines this Game Object uses for post-render effects.

The pipelines are processed in the order in which they appear in this array.

If you modify this array directly, be sure to set the hasPostPipeline property accordingly.

Type:
Inherited from: Phaser.GameObjects.Components.Pipeline#postPipelines
Since: 3.50.0
Focus
Focus
removeVideoElementOnDestroy: boolean
Focus
Focus

Description:

Should the Video element that this Video is using, be removed from the DOM when this Video is destroyed?

Type:
boolean
Since: 3.21.0
Focus
Focus
renderFlags: number
Focus
Focus

Description:

The flags that are compared against RENDER_MASK to determine if this Game Object will render or not. The bits are 0001 | 0010 | 0100 | 1000 set by the components Visible, Alpha, Transform and Texture respectively. If those components are not used by your custom class then you can use this bitmask as you wish.

Type:
number
Default: 15
Inherited from: Phaser.GameObjects.GameObject#renderFlags
Overrides: Phaser.GameObjects.GameObject#renderFlags
Since: 3.0.0
Focus
Focus
retry: number
Focus
Focus

Description:

The current retry attempt.

Type:
number
Since: 3.20.0
Focus
Focus
retryInterval: number
Focus
Focus

Description:

The number of ms between each retry while monitoring the ready state of a downloading video.

Type:
number
Since: 3.20.0
Focus
Focus
retryLimit: number
Focus
Focus

Description:

When starting playback of a video Phaser will monitor its readyState using a setTimeout call. The setTimeout happens once every Video.retryInterval ms. It will carry on monitoring the video state in this manner until the retryLimit is reached and then abort.

Type:
number
Since: 3.20.0
Focus
Focus
rotation: number
Focus
Focus

Description:

The angle of this Game Object in radians.

Phaser uses a right-hand clockwise rotation system, where 0 is right, PI/2 is down, +-PI is left and -PI/2 is up.

If you prefer to work in degrees, see the angle property instead.

Type:
number
Default: 1
Inherited from: Phaser.GameObjects.Components.Transform#rotation
Since: 3.0.0
Focus
Focus
scale: number
Focus
Focus

Description:

This is a special setter that allows you to set both the horizontal and vertical scale of this Game Object to the same value, at the same time. When reading this value the result returned is (scaleX + scaleY) / 2.

Use of this property implies you wish the horizontal and vertical scales to be equal to each other. If this isn't the case, use the scaleX or scaleY properties instead.

Type:
number
Default: 1
Inherited from: Phaser.GameObjects.Components.Transform#scale
Since: 3.18.0
Focus
Focus
scaleX: number
Focus
Focus

Description:

The horizontal scale of this Game Object.

Type:
number
Default: 1
Inherited from: Phaser.GameObjects.Components.Transform#scaleX
Since: 3.0.0
Focus
Focus
scaleY: number
Focus
Focus

Description:

The vertical scale of this Game Object.

Type:
number
Default: 1
Inherited from: Phaser.GameObjects.Components.Transform#scaleY
Since: 3.0.0
Focus
Focus
scene: Phaser.Scene
Focus
Focus

Description:

A reference to the Scene to which this Game Object belongs.

Game Objects can only belong to one Scene.

You should consider this property as being read-only. You cannot move a Game Object to another Scene by simply changing it.

Type:
Inherited from: Phaser.GameObjects.GameObject#scene
Since: 3.0.0
Focus
Focus
scrollFactorX: number
Focus
Focus

Description:

The horizontal scroll factor of this Game Object.

The scroll factor controls the influence of the movement of a Camera upon this Game Object.

When a camera scrolls it will change the location at which this Game Object is rendered on-screen. It does not change the Game Objects actual position values.

A value of 1 means it will move exactly in sync with a camera. A value of 0 means it will not move at all, even if the camera moves. Other values control the degree to which the camera movement is mapped to this Game Object.

Please be aware that scroll factor values other than 1 are not taken in to consideration when calculating physics collisions. Bodies always collide based on their world position, but changing the scroll factor is a visual adjustment to where the textures are rendered, which can offset them from physics bodies if not accounted for in your code.

Type:
number
Default: 1
Inherited from: Phaser.GameObjects.Components.ScrollFactor#scrollFactorX
Since: 3.0.0
Focus
Focus
scrollFactorY: number
Focus
Focus

Description:

The vertical scroll factor of this Game Object.

The scroll factor controls the influence of the movement of a Camera upon this Game Object.

When a camera scrolls it will change the location at which this Game Object is rendered on-screen. It does not change the Game Objects actual position values.

A value of 1 means it will move exactly in sync with a camera. A value of 0 means it will not move at all, even if the camera moves. Other values control the degree to which the camera movement is mapped to this Game Object.

Please be aware that scroll factor values other than 1 are not taken in to consideration when calculating physics collisions. Bodies always collide based on their world position, but changing the scroll factor is a visual adjustment to where the textures are rendered, which can offset them from physics bodies if not accounted for in your code.

Type:
number
Default: 1
Inherited from: Phaser.GameObjects.Components.ScrollFactor#scrollFactorY
Since: 3.0.0
Focus
Focus
<nullable> snapshotTexture: Phaser.Textures.CanvasTexture
Focus
Focus

Description:

A Phaser CanvasTexture instance that holds the most recent snapshot taken from the video. This will only be set if snapshot or snapshotArea have been called, and will be null until that point.

Type:
Since: 3.20.0
Focus
Focus
state: number | string
Focus
Focus

Description:

The current state of this Game Object.

Phaser itself will never modify this value, although plugins may do so.

Use this property to track the state of a Game Object during its lifetime. For example, it could change from a state of 'moving', to 'attacking', to 'dead'. The state value should be an integer (ideally mapped to a constant in your game code), or a string. These are recommended to keep it light and simple, with fast comparisons. If you need to store complex data about your Game Object, look at using the Data Component instead.

Type:
number | string
Inherited from: Phaser.GameObjects.GameObject#state
Since: 3.16.0
Focus
Focus
tabIndex: number
Focus
Focus

Description:

The Tab Index of the Game Object. Reserved for future use by plugins and the Input Manager.

Type:
number
Default: -1
Inherited from: Phaser.GameObjects.GameObject#tabIndex
Since: 3.0.0
Focus
Focus

Description:

The Texture this Game Object is using to render with.

Type:
Inherited from: Phaser.GameObjects.Components.TextureCrop#texture
Since: 3.0.0
Focus
Focus
Only webGL tint: number
Focus
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Description:

The tint value being applied to the whole of the Game Object. This property is a setter-only. Use the properties tintTopLeft etc to read the current tint value.

Type:
number
Inherited from: Phaser.GameObjects.Components.Tint#tint
Since: 3.0.0
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tintBottomLeft: number
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Description:

The tint value being applied to the bottom-left vertice of the Game Object. This value is interpolated from the corner to the center of the Game Object. The value should be set as a hex number, i.e. 0xff0000 for red, or 0xff00ff for purple.

Type:
number
Default: 0xffffff
Inherited from: Phaser.GameObjects.Components.Tint#tintBottomLeft
Since: 3.0.0
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tintBottomRight: number
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Description:

The tint value being applied to the bottom-right vertice of the Game Object. This value is interpolated from the corner to the center of the Game Object. The value should be set as a hex number, i.e. 0xff0000 for red, or 0xff00ff for purple.

Type:
number
Default: 0xffffff
Inherited from: Phaser.GameObjects.Components.Tint#tintBottomRight
Since: 3.0.0
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tintFill: boolean
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Description:

The tint fill mode.

false = An additive tint (the default), where vertices colors are blended with the texture. true = A fill tint, where the vertices colors replace the texture, but respects texture alpha.

Type:
boolean
Default: false
Inherited from: Phaser.GameObjects.Components.Tint#tintFill
Since: 3.11.0
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tintTopLeft: number
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Description:

The tint value being applied to the top-left vertice of the Game Object. This value is interpolated from the corner to the center of the Game Object. The value should be set as a hex number, i.e. 0xff0000 for red, or 0xff00ff for purple.

Type:
number
Default: 0xffffff
Inherited from: Phaser.GameObjects.Components.Tint#tintTopLeft
Since: 3.0.0
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tintTopRight: number
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Description:

The tint value being applied to the top-right vertice of the Game Object. This value is interpolated from the corner to the center of the Game Object. The value should be set as a hex number, i.e. 0xff0000 for red, or 0xff00ff for purple.

Type:
number
Default: 0xffffff
Inherited from: Phaser.GameObjects.Components.Tint#tintTopRight
Since: 3.0.0
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touchLocked: boolean
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Description:

An internal flag holding the current state of the video lock, should document interaction be required before playback can begin.

Type:
boolean
Since: 3.20.0
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type: string
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Description:

A textual representation of this Game Object, i.e. sprite. Used internally by Phaser but is available for your own custom classes to populate.

Type:
string
Inherited from: Phaser.GameObjects.GameObject#type
Since: 3.0.0
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<nullable> video: HTMLVideoElement
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Description:

A reference to the HTML Video Element this Video Game Object is playing. Will be null until a video is loaded for playback.

Type:
HTMLVideoElement
Since: 3.20.0
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<nullable> videoTexture: Phaser.Textures.Texture
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Description:

The Phaser Texture this Game Object is using to render the video to. Will be null until a video is loaded for playback.

Type:
Since: 3.20.0
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<nullable> videoTextureSource: Phaser.Textures.TextureSource
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Description:

A reference to the TextureSource belong to the videoTexture Texture object. Will be null until a video is loaded for playback.

Type:
Since: 3.20.0
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visible: boolean
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Description:

The visible state of the Game Object.

An invisible Game Object will skip rendering, but will still process update logic.

Type:
boolean
Inherited from: Phaser.GameObjects.Components.Visible#visible
Since: 3.0.0
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w: number
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Description:

The w position of this Game Object.

Type:
number
Default: 0
Inherited from: Phaser.GameObjects.Components.Transform#w
Since: 3.0.0
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width: number
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Description:

The native (un-scaled) width of this Game Object.

Changing this value will not change the size that the Game Object is rendered in-game. For that you need to either set the scale of the Game Object (setScale) or use the displayWidth property.

Type:
number
Inherited from: Phaser.GameObjects.Components.Size#width
Since: 3.0.0
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x: number
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Description:

The x position of this Game Object.

Type:
number
Default: 0
Inherited from: Phaser.GameObjects.Components.Transform#x
Since: 3.0.0
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y: number
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Description:

The y position of this Game Object.

Type:
number
Default: 0
Inherited from: Phaser.GameObjects.Components.Transform#y
Since: 3.0.0
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z: number
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Description:

The z position of this Game Object.

Note: The z position does not control the rendering order of 2D Game Objects. Use Phaser.GameObjects.Components.Depth#depth instead.

Type:
number
Default: 0
Inherited from: Phaser.GameObjects.Components.Transform#z
Since: 3.0.0
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Methods

addListener(event, fn, [context])
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Description:

Add a listener for a given event.

Parameters:

name type arguments Default description
event string | symbol

The event name.

fn function

The listener function.

context * <optional> this

The context to invoke the listener with.

Returns:
Description:

this.

Inherited from: Phaser.Events.EventEmitter#addListener
Examples:
Since: 3.0.0
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addMarker(key, markerIn, markerOut)
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Description:

Adds a sequence marker to this video.

Markers allow you to split a video up into sequences, delineated by a start and end time, given in seconds.

You can then play back specific markers via the playMarker method.

Note that marker timing is not frame-perfect. You should construct your videos in such a way that you allow for plenty of extra padding before and after each sequence to allow for discrepancies in browser seek and currentTime accuracy.

See https://github.com/w3c/media-and-entertainment/issues/4 for more details about this issue.

Parameters:

name type description
key string

A unique name to give this marker.

markerIn number

The time, in seconds, representing the start of this marker.

markerOut number

The time, in seconds, representing the end of this marker.

Returns:
Description:

This Video Game Object for method chaining.

Examples:
Since: 3.20.0
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addToDisplayList([displayList])
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Description:

Adds this Game Object to the given Display List.

If no Display List is specified, it will default to the Display List owned by the Scene to which this Game Object belongs.

A Game Object can only exist on one Display List at any given time, but may move freely between them.

If this Game Object is already on another Display List when this method is called, it will first be removed from it, before being added to the new list.

You can query which list it is on by looking at the Phaser.GameObjects.GameObject#displayList property.

If a Game Object isn't on any display list, it will not be rendered. If you just wish to temporarly disable it from rendering, consider using the setVisible method, instead.

Parameters:

name type arguments description
displayList Phaser.GameObjects.DisplayList | Phaser.GameObjects.Layer <optional>

The Display List to add to. Defaults to the Scene Display List.

Returns:
Description:

This Game Object.

Inherited from: Phaser.GameObjects.GameObject#addToDisplayList
Examples:
Since: 3.53.0
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addToUpdateList()
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Description:

Adds this Game Object to the Update List belonging to the Scene.

When a Game Object is added to the Update List it will have its preUpdate method called every game frame. This method is passed two parameters: delta and time.

If you wish to run your own logic within preUpdate then you should always call preUpdate.super(delta, time) within it, or it may fail to process required operations, such as Sprite animations.

Returns:
Description:

This Game Object.

Inherited from: Phaser.GameObjects.GameObject#addToUpdateList
Examples:
Since: 3.53.0
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addedToScene()
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Description:

This callback is invoked when this Game Object is added to a Scene.

Can be overriden by custom Game Objects, but be aware of some Game Objects that will use this, such as Sprites, to add themselves into the Update List.

You can also listen for the ADDED_TO_SCENE event from this Game Object.

Inherited from: Phaser.GameObjects.GameObject#addedToScene
Examples:
Since: 3.50.0
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changeSource(key, [autoplay], [loop], [markerIn], [markerOut])
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Description:

This method allows you to change the source of the current video element. It works by first stopping the current video, if playing. Then deleting the video texture, if one has been created. Finally, it makes a new video texture and starts playback of the new source through the existing video element.

The reason you may wish to do this is because videos that require interaction to unlock, remain in an unlocked state, even if you change the source of the video. By changing the source to a new video you avoid having to go through the unlock process again.

Parameters:

name type arguments Default description
key string

The key of the Video this Game Object will swap to playing, as stored in the Video Cache.

autoplay boolean <optional> true

Should the video start playing immediately, once the swap is complete?

loop boolean <optional> false

Should the video loop automatically when it reaches the end? Please note that not all browsers support seamless video looping for all encoding formats.

markerIn number <optional>

Optional in marker time, in seconds, for playback of a sequence of the video.

markerOut number <optional>

Optional out marker time, in seconds, for playback of a sequence of the video.

Returns:
Description:

This Video Game Object for method chaining.

Examples:
Since: 3.20.0
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<private> checkVideoProgress()
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Description:

Internal callback that monitors the download progress of a video after changing its source.

Examples:
Since: 3.20.0
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clearAlpha()
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Description:

Clears all alpha values associated with this Game Object.

Immediately sets the alpha levels back to 1 (fully opaque).

Returns:
Description:

This Game Object instance.

Inherited from: Phaser.GameObjects.Components.Alpha#clearAlpha
Examples:
Since: 3.0.0
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clearMask([destroyMask])
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Description:

Clears the mask that this Game Object was using.

Parameters:

name type arguments Default description
destroyMask boolean <optional> false

Destroy the mask before clearing it?

Returns:
Description:

This Game Object instance.

Inherited from: Phaser.GameObjects.Components.Mask#clearMask
Examples:
Since: 3.6.2
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Only webGL clearTint()
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Description:

Clears all tint values associated with this Game Object.

Immediately sets the color values back to 0xffffff and the tint type to 'additive', which results in no visible change to the texture.

Returns:
Description:

This Game Object instance.

Inherited from: Phaser.GameObjects.Components.Tint#clearTint
Examples:
Since: 3.0.0
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completeHandler()
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Description:

Called when the video completes playback, i.e. reaches an ended state.

This will never happen if the video is coming from a live stream, where the duration is Infinity.

Examples:
Since: 3.20.0
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copyPosition(source)
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Description:

Copies an object's coordinates to this Game Object's position.

Parameters:

name type description
source Phaser.Types.Math.Vector2Like | Phaser.Types.Math.Vector3Like | Phaser.Types.Math.Vector4Like

An object with numeric 'x', 'y', 'z', or 'w' properties. Undefined values are not copied.

Returns:
Description:

This Game Object instance.

Inherited from: Phaser.GameObjects.Components.Transform#copyPosition
Examples:
Since: 3.50.0
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createBitmapMask([renderable])
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Description:

Creates and returns a Bitmap Mask. This mask can be used by any Game Object, including this one.

Note: Bitmap Masks only work on WebGL. Geometry Masks work on both WebGL and Canvas.

To create the mask you need to pass in a reference to a renderable Game Object. A renderable Game Object is one that uses a texture to render with, such as an Image, Sprite, Render Texture or BitmapText.

If you do not provide a renderable object, and this Game Object has a texture, it will use itself as the object. This means you can call this method to create a Bitmap Mask from any renderable Game Object.

Parameters:

name type arguments description
renderable Phaser.GameObjects.GameObject <optional>

A renderable Game Object that uses a texture, such as a Sprite.

Returns:
Description:

This Bitmap Mask that was created.

Inherited from: Phaser.GameObjects.Components.Mask#createBitmapMask
Examples:
Since: 3.6.2
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createGeometryMask([graphics])
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Description:

Creates and returns a Geometry Mask. This mask can be used by any Game Object, including this one.

To create the mask you need to pass in a reference to a Graphics Game Object.

If you do not provide a graphics object, and this Game Object is an instance of a Graphics object, then it will use itself to create the mask.

This means you can call this method to create a Geometry Mask from any Graphics Game Object.

Parameters:

name type arguments description
graphics Phaser.GameObjects.Graphics <optional>

A Graphics Game Object. The geometry within it will be used as the mask.

Returns:
Description:

This Geometry Mask that was created.

Inherited from: Phaser.GameObjects.Components.Mask#createGeometryMask
Examples:
Since: 3.6.2
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destroy([fromScene])
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Description:

Destroys this Game Object removing it from the Display List and Update List and severing all ties to parent resources.

Also removes itself from the Input Manager and Physics Manager if previously enabled.

Use this to remove a Game Object from your game if you don't ever plan to use it again. As long as no reference to it exists within your own code it should become free for garbage collection by the browser.

If you just want to temporarily disable an object then look at using the Game Object Pool instead of destroying it, as destroyed objects cannot be resurrected.

Parameters:

name type arguments Default description
fromScene boolean <optional> false

True if this Game Object is being destroyed by the Scene, false if not.

Inherited from: Phaser.GameObjects.GameObject#destroy
Examples:
Since: 3.0.0
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disableInteractive()
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Description:

If this Game Object has previously been enabled for input, this will disable it.

An object that is disabled for input stops processing or being considered for input events, but can be turned back on again at any time by simply calling setInteractive() with no arguments provided.

If want to completely remove interaction from this Game Object then use removeInteractive instead.

Returns:
Description:

This GameObject.

Inherited from: Phaser.GameObjects.GameObject#disableInteractive
Examples:
Since: 3.7.0
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emit(event, [args])
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Description:

Calls each of the listeners registered for a given event.

Parameters:

name type arguments description
event string | symbol

The event name.

args * <optional>

Additional arguments that will be passed to the event handler.

Returns:
Description:

true if the event had listeners, else false.

Type:
  • boolean
Inherited from: Phaser.Events.EventEmitter#emit
Examples:
Since: 3.0.0
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eventNames()
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Description:

Return an array listing the events for which the emitter has registered listeners.

Type:
  • Array.<(string
  • symbol)>
Inherited from: Phaser.Events.EventEmitter#eventNames
Examples:
Since: 3.0.0
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getBottomCenter([output], [includeParent])
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Description:

Gets the bottom-center coordinate of this Game Object, regardless of origin. The returned point is calculated in local space and does not factor in any parent containers

Parameters:

name type arguments Default description
output object | Phaser.Math.Vector2 <optional>

An object to store the values in. If not provided a new Vector2 will be created.

includeParent boolean <optional> false

If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector?

Returns:
Description:

The values stored in the output object.

Type:
Inherited from: Phaser.GameObjects.Components.GetBounds#getBottomCenter
Examples:
Since: 3.18.0
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getBottomLeft([output], [includeParent])
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Description:

Gets the bottom-left corner coordinate of this Game Object, regardless of origin. The returned point is calculated in local space and does not factor in any parent containers

Parameters:

name type arguments Default description
output object | Phaser.Math.Vector2 <optional>

An object to store the values in. If not provided a new Vector2 will be created.

includeParent boolean <optional> false

If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector?

Returns:
Description:

The values stored in the output object.

Type:
Inherited from: Phaser.GameObjects.Components.GetBounds#getBottomLeft
Examples:
Since: 3.0.0
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getBottomRight([output], [includeParent])
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Description:

Gets the bottom-right corner coordinate of this Game Object, regardless of origin. The returned point is calculated in local space and does not factor in any parent containers

Parameters:

name type arguments Default description
output object | Phaser.Math.Vector2 <optional>

An object to store the values in. If not provided a new Vector2 will be created.

includeParent boolean <optional> false

If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector?

Returns:
Description:

The values stored in the output object.

Type:
Inherited from: Phaser.GameObjects.Components.GetBounds#getBottomRight
Examples:
Since: 3.0.0
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getBounds([output])
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Description:

Gets the bounds of this Game Object, regardless of origin. The values are stored and returned in a Rectangle, or Rectangle-like, object.

Parameters:

name type arguments description
output object | Phaser.Geom.Rectangle <optional>

An object to store the values in. If not provided a new Rectangle will be created.

Returns:
Description:

The values stored in the output object.

Type:
Inherited from: Phaser.GameObjects.Components.GetBounds#getBounds
Examples:
Since: 3.0.0
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getCenter([output])
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Description:

Gets the center coordinate of this Game Object, regardless of origin. The returned point is calculated in local space and does not factor in any parent containers

Parameters:

name type arguments description
output object | Phaser.Math.Vector2 <optional>

An object to store the values in. If not provided a new Vector2 will be created.

Returns:
Description:

The values stored in the output object.

Type:
Inherited from: Phaser.GameObjects.Components.GetBounds#getCenter
Examples:
Since: 3.0.0
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getCurrentTime()
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Description:

A double-precision floating-point value indicating the current playback time in seconds. If the media has not started to play and has not been seeked, this value is the media's initial playback time.

Returns:
Description:

A double-precision floating-point value indicating the current playback time in seconds.

Type:
  • number
Examples:
Since: 3.20.0
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getData(key)
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Description:

Retrieves the value for the given key in this Game Objects Data Manager, or undefined if it doesn't exist.

You can also access values via the values object. For example, if you had a key called gold you can do either:

sprite.getData('gold');

Or access the value directly:

sprite.data.values.gold;

You can also pass in an array of keys, in which case an array of values will be returned:

sprite.getData([ 'gold', 'armor', 'health' ]);

This approach is useful for destructuring arrays in ES6.

Parameters:

name type description
key string | Array.<string>

The key of the value to retrieve, or an array of keys.

Returns:
Description:

The value belonging to the given key, or an array of values, the order of which will match the input array.

Type:
  • *
Inherited from: Phaser.GameObjects.GameObject#getData
Examples:
Since: 3.0.0
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getDuration()
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Description:

A double-precision floating-point value which indicates the duration (total length) of the media in seconds, on the media's timeline. If no media is present on the element, or the media is not valid, the returned value is NaN.

If the media has no known end (such as for live streams of unknown duration, web radio, media incoming from WebRTC, and so forth), this value is +Infinity.

Returns:
Description:

A double-precision floating-point value indicating the duration of the media in seconds.

Type:
  • number
Examples:
Since: 3.20.0
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getIndexList()
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Description:

Returns an array containing the display list index of either this Game Object, or if it has one, its parent Container. It then iterates up through all of the parent containers until it hits the root of the display list (which is index 0 in the returned array).

Used internally by the InputPlugin but also useful if you wish to find out the display depth of this Game Object and all of its ancestors.

Returns:
Description:

An array of display list position indexes.

Type:
  • Array.
Inherited from: Phaser.GameObjects.GameObject#getIndexList
Examples:
Since: 3.4.0
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getLeftCenter([output], [includeParent])
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Description:

Gets the left-center coordinate of this Game Object, regardless of origin. The returned point is calculated in local space and does not factor in any parent containers

Parameters:

name type arguments Default description
output object | Phaser.Math.Vector2 <optional>

An object to store the values in. If not provided a new Vector2 will be created.

includeParent boolean <optional> false

If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector?

Returns:
Description:

The values stored in the output object.

Type:
Inherited from: Phaser.GameObjects.Components.GetBounds#getLeftCenter
Examples:
Since: 3.18.0
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getLocalPoint(x, y, [point], [camera])
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Description:

Takes the given x and y coordinates and converts them into local space for this Game Object, taking into account parent and local transforms, and the Display Origin.

The returned Vector2 contains the translated point in its properties.

A Camera needs to be provided in order to handle modified scroll factors. If no camera is specified, it will use the main camera from the Scene to which this Game Object belongs.

Parameters:

name type arguments description
x number

The x position to translate.

y number

The y position to translate.

point Phaser.Math.Vector2 <optional>

A Vector2, or point-like object, to store the results in.

camera Phaser.Cameras.Scene2D.Camera <optional>

The Camera which is being tested against. If not given will use the Scene default camera.

Returns:
Description:

The translated point.

Inherited from: Phaser.GameObjects.Components.Transform#getLocalPoint
Examples:
Since: 3.50.0
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getLocalTransformMatrix([tempMatrix])
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Description:

Gets the local transform matrix for this Game Object.

Parameters:

name type arguments description
tempMatrix Phaser.GameObjects.Components.TransformMatrix <optional>

The matrix to populate with the values from this Game Object.

Returns:
Description:

The populated Transform Matrix.

Inherited from: Phaser.GameObjects.Components.Transform#getLocalTransformMatrix
Examples:
Since: 3.4.0
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getLoop()
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Description:

Returns a boolean which indicates whether the media element should start over when it reaches the end.

Returns:
Description:

A boolean which indicates whether the media element will start over when it reaches the end.

Type:
  • boolean
Examples:
Since: 3.20.0
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getParentRotation()
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Description:

Gets the sum total rotation of all of this Game Objects parent Containers.

The returned value is in radians and will be zero if this Game Object has no parent container.

Returns:
Description:

The sum total rotation, in radians, of all parent containers of this Game Object.

Type:
  • number
Inherited from: Phaser.GameObjects.Components.Transform#getParentRotation
Examples:
Since: 3.18.0
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Only webGL getPipelineName()
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Description:

Gets the name of the WebGL Pipeline this Game Object is currently using.

Returns:
Description:

The string-based name of the pipeline being used by this Game Object.

Type:
  • string
Inherited from: Phaser.GameObjects.Components.Pipeline#getPipelineName
Examples:
Since: 3.0.0
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getPlaybackRate()
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Description:

Returns a double that indicates the rate at which the media is being played back.

Returns:
Description:

A double that indicates the rate at which the media is being played back.

Type:
  • number
Examples:
Since: 3.20.0
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Only webGL getPostPipeline(pipeline)
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Description:

Gets a Post Pipeline instance from this Game Object, based on the given name, and returns it.

Parameters:

name type description
pipeline string | function | Phaser.Renderer.WebGL.Pipelines.PostFXPipeline

The string-based name of the pipeline, or a pipeline class.

Returns:
Description:

The Post Pipeline/s matching the name, or undefined if no match. If more than one match they are returned in an array.

Inherited from: Phaser.GameObjects.Components.Pipeline#getPostPipeline
Examples:
Since: 3.50.0
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getProgress()
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Description:

Returns the current progress of the video. Progress is defined as a value between 0 (the start) and 1 (the end).

Progress can only be returned if the video has a duration, otherwise it will always return zero.

Returns:
Description:

The current progress of playback. If the video has no duration, will always return zero.

Type:
  • number
Examples:
Since: 3.20.0
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getRightCenter([output], [includeParent])
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Description:

Gets the right-center coordinate of this Game Object, regardless of origin. The returned point is calculated in local space and does not factor in any parent containers

Parameters:

name type arguments Default description
output object | Phaser.Math.Vector2 <optional>

An object to store the values in. If not provided a new Vector2 will be created.

includeParent boolean <optional> false

If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector?

Returns:
Description:

The values stored in the output object.

Type:
Inherited from: Phaser.GameObjects.Components.GetBounds#getRightCenter
Examples:
Since: 3.18.0
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getTopCenter([output], [includeParent])
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Description:

Gets the top-center coordinate of this Game Object, regardless of origin. The returned point is calculated in local space and does not factor in any parent containers

Parameters:

name type arguments Default description
output object | Phaser.Math.Vector2 <optional>

An object to store the values in. If not provided a new Vector2 will be created.

includeParent boolean <optional> false

If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector?

Returns:
Description:

The values stored in the output object.

Type:
Inherited from: Phaser.GameObjects.Components.GetBounds#getTopCenter
Examples:
Since: 3.18.0
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getTopLeft([output], [includeParent])
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Description:

Gets the top-left corner coordinate of this Game Object, regardless of origin. The returned point is calculated in local space and does not factor in any parent containers

Parameters:

name type arguments Default description
output object | Phaser.Math.Vector2 <optional>

An object to store the values in. If not provided a new Vector2 will be created.

includeParent boolean <optional> false

If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector?

Returns:
Description:

The values stored in the output object.

Type:
Inherited from: Phaser.GameObjects.Components.GetBounds#getTopLeft
Examples:
Since: 3.0.0
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getTopRight([output], [includeParent])
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Description:

Gets the top-right corner coordinate of this Game Object, regardless of origin. The returned point is calculated in local space and does not factor in any parent containers

Parameters:

name type arguments Default description
output object | Phaser.Math.Vector2 <optional>

An object to store the values in. If not provided a new Vector2 will be created.

includeParent boolean <optional> false

If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector?

Returns:
Description:

The values stored in the output object.

Type:
Inherited from: Phaser.GameObjects.Components.GetBounds#getTopRight
Examples:
Since: 3.0.0
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getVideoKey()
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Description:

Returns the key of the currently played video, as stored in the Video Cache. If the video did not come from the cache this will return an empty string.

Returns:
Description:

The key of the video being played from the Video Cache, if any.

Type:
  • string
Examples:
Since: 3.20.0
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getVolume()
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Description:

Returns a double indicating the audio volume, from 0.0 (silent) to 1.0 (loudest).

Returns:
Description:

A double indicating the audio volume, from 0.0 (silent) to 1.0 (loudest).

Type:
  • number
Examples:
Since: 3.20.0
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getWorldTransformMatrix([tempMatrix], [parentMatrix])
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Description:

Gets the world transform matrix for this Game Object, factoring in any parent Containers.

Parameters:

name type arguments description
tempMatrix Phaser.GameObjects.Components.TransformMatrix <optional>

The matrix to populate with the values from this Game Object.

parentMatrix Phaser.GameObjects.Components.TransformMatrix <optional>

A temporary matrix to hold parent values during the calculations.

Returns:
Description:

The populated Transform Matrix.

Inherited from: Phaser.GameObjects.Components.Transform#getWorldTransformMatrix
Examples:
Since: 3.4.0
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<private> globalMute(soundManager, mute)
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Description:

Internal global mute handler. Will mute the video, if playing, if the global sound system mutes.

Parameters:

name type description
soundManager Phaser.Sound.WebAudioSoundManager | Phaser.Sound.HTML5AudioSoundManager

A reference to the Sound Manager that emitted the event.

mute boolean

The mute value. true if the Sound Manager is now muted, otherwise false.

Examples:
Since: 3.20.0
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<private> globalPause()
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Description:

Internal global pause handler. Will pause the video if the Game itself pauses.

Examples:
Since: 3.20.0
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<private> globalResume()
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Description:

Internal global resume handler. Will resume a paused video if the Game itself resumes.

Examples:
Since: 3.20.0
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incData(key, [data])
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Description:

Increase a value for the given key within this Game Objects Data Manager. If the key doesn't already exist in the Data Manager then it is increased from 0.

If the Game Object has not been enabled for data (via setDataEnabled) then it will be enabled before setting the value.

If the key doesn't already exist in the Data Manager then it is created.

When the value is first set, a setdata event is emitted from this Game Object.

Parameters:

name type arguments description
key string | object

The key to increase the value for.

data * <optional>

The value to increase for the given key.

Returns:
Description:

This GameObject.

Inherited from: Phaser.GameObjects.GameObject#incData
Examples:
Since: 3.23.0
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Only webGL initPipeline(pipeline)
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Description:

Sets the initial WebGL Pipeline of this Game Object.

This should only be called during the instantiation of the Game Object. After that, use setPipeline.

Parameters:

name type description
pipeline string | Phaser.Renderer.WebGL.WebGLPipeline

Either the string-based name of the pipeline, or a pipeline instance to set.

Returns:
Description:

true if the pipeline was set successfully, otherwise false.

Type:
  • boolean
Inherited from: Phaser.GameObjects.Components.Pipeline#initPipeline
Examples:
Since: 3.0.0
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isMuted()
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Description:

Returns a boolean indicating if this Video is currently muted.

Returns:
Description:

A boolean indicating if this Video is currently muted, or not.

Type:
  • boolean
Examples:
Since: 3.20.0
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isPaused()
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Description:

Returns a boolean which indicates whether the video is currently paused.

Returns:
Description:

A boolean which indicates whether the video is paused, or not.

Type:
  • boolean
Examples:
Since: 3.20.0
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isPlaying()
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Description:

Returns a boolean which indicates whether the video is currently playing.

Returns:
Description:

A boolean which indicates whether the video is playing, or not.

Type:
  • boolean
Examples:
Since: 3.20.0
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isSeeking()
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Description:

Returns a boolean indicating if this Video is currently seeking, or not.

Returns:
Description:

A boolean indicating if this Video is currently seeking, or not.

Type:
  • boolean
Examples:
Since: 3.20.0
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listenerCount(event)
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Description:

Return the number of listeners listening to a given event.

Parameters:

name type description
event string | symbol

The event name.

Returns:
Description:

The number of listeners.

Type:
  • number
Inherited from: Phaser.Events.EventEmitter#listenerCount
Examples:
Since: 3.0.0
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listeners(event)
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Description:

Return the listeners registered for a given event.

Parameters:

name type description
event string | symbol

The event name.

Returns:
Description:

The registered listeners.

Type:
  • Array.
Inherited from: Phaser.Events.EventEmitter#listeners
Examples:
Since: 3.0.0
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<private> loadErrorHandler(event)
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Description:

This internal method is called automatically if the video fails to load.

Parameters:

name type description
event Event

The error Event.

Examples:
Since: 3.20.0
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loadMediaStream(stream, [loadEvent], [noAudio])
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Description:

Loads a Video from the given MediaStream object, ready for playback with the Video.play method.

You can control at what point the browser determines the video as being ready for playback via the loadEvent parameter. See https://developer.mozilla.org/en-US/docs/Web/API/HTMLVideoElement for more details.

Parameters:

name type arguments Default description
stream string

The MediaStream object.

loadEvent string <optional> 'loadeddata'

The load event to listen for. Either loadeddata, canplay or canplaythrough.

noAudio boolean <optional> false

Does the video have an audio track? If not you can enable auto-playing on it.

Returns:
Description:

This Video Game Object for method chaining.

Examples:
Since: 3.50.0
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loadURL(url, [loadEvent], [noAudio])
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Description:

Loads a Video from the given URL, ready for playback with the Video.play method.

You can control at what point the browser determines the video as being ready for playback via the loadEvent parameter. See https://developer.mozilla.org/en-US/docs/Web/API/HTMLVideoElement for more details.

Parameters:

name type arguments Default description
url string

The URL of the video to load or be streamed.

loadEvent string <optional> 'loadeddata'

The load event to listen for. Either loadeddata, canplay or canplaythrough.

noAudio boolean <optional> false

Does the video have an audio track? If not you can enable auto-playing on it.

Returns:
Description:

This Video Game Object for method chaining.

Examples:
Since: 3.20.0
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off(event, [fn], [context], [once])
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Description:

Remove the listeners of a given event.

Parameters:

name type arguments description
event string | symbol

The event name.

fn function <optional>

Only remove the listeners that match this function.

context * <optional>

Only remove the listeners that have this context.

once boolean <optional>

Only remove one-time listeners.

Returns:
Description:

this.

Inherited from: Phaser.Events.EventEmitter#off
Examples:
Since: 3.0.0
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on(event, fn, [context])
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Description:

Add a listener for a given event.

Parameters:

name type arguments Default description
event string | symbol

The event name.

fn function

The listener function.

context * <optional> this

The context to invoke the listener with.

Returns:
Description:

this.

Inherited from: Phaser.Events.EventEmitter#on
Examples:
Since: 3.0.0
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once(event, fn, [context])
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Description:

Add a one-time listener for a given event.

Parameters:

name type arguments Default description
event string | symbol

The event name.

fn function

The listener function.

context * <optional> this

The context to invoke the listener with.

Returns:
Description:

this.

Inherited from: Phaser.Events.EventEmitter#once
Examples:
Since: 3.0.0
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play([loop], [markerIn], [markerOut])
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Description:

Starts this video playing.

If the video is already playing, or has been queued to play with changeSource then this method just returns.

Videos can only autoplay if the browser has been unlocked. This happens if you have interacted with the browser, i.e. by clicking on it or pressing a key, or due to server settings. The policies that control autoplaying are vast and vary between browser. You can read more here: https://developer.mozilla.org/en-US/docs/Web/Media/Autoplay_guide

If your video doesn't contain any audio, then set the noAudio parameter to true when the video is loaded, and it will often allow the video to play immediately:

preload () {
  this.load.video('pixar', 'nemo.mp4', 'loadeddata', false, true);
}

The 5th parameter in the load call tells Phaser that the video doesn't contain any audio tracks. Video without audio can autoplay without requiring a user interaction. Video with audio cannot do this unless it satisfies the browsers MEI settings. See the MDN Autoplay Guide for details.

If you need audio in your videos, then you'll have to consider the fact that the video cannot start playing until the user has interacted with the browser, into your game flow.

Parameters:

name type arguments Default description
loop boolean <optional> false

Should the video loop automatically when it reaches the end? Please note that not all browsers support seamless video looping for all encoding formats.

markerIn number <optional>

Optional in marker time, in seconds, for playback of a sequence of the video.

markerOut number <optional>

Optional out marker time, in seconds, for playback of a sequence of the video.

Returns:
Description:

This Video Game Object for method chaining.

Examples:
Since: 3.20.0
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playHandler()
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Description:

Called when the video emits a playing event during load.

This is only listened for if the browser doesn't support Promises.

Examples:
Since: 3.20.0
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playMarker(key, [loop])
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Description:

Plays a pre-defined sequence in this video.

Markers allow you to split a video up into sequences, delineated by a start and end time, given in seconds and specified via the addMarker method.

Note that marker timing is not frame-perfect. You should construct your videos in such a way that you allow for plenty of extra padding before and after each sequence to allow for discrepancies in browser seek and currentTime accuracy.

See https://github.com/w3c/media-and-entertainment/issues/4 for more details about this issue.

Parameters:

name type arguments Default description
key string

The name of the marker sequence to play.

loop boolean <optional> false

Should the video loop automatically when it reaches the end? Please note that not all browsers support seamless video looping for all encoding formats.

Returns:
Description:

This Video Game Object for method chaining.

Examples:
Since: 3.20.0
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<private> playPromiseErrorHandler(error)
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Description:

This internal method is called automatically if the playback Promise fails to resolve.

Parameters:

name type description
error any

The Promise resolution error.

Examples:
Since: 3.20.0
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<private> playPromiseSuccessHandler()
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Description:

This internal method is called automatically if the playback Promise resolves successfully.

Examples:
Since: 3.20.0
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<private> preDestroy()
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Description:

Handles the pre-destroy step for the Video object.

This calls Video.stop and optionally Video.removeVideoElement.

If any Sprites are using this Video as their texture it is up to you to manage those.

Examples:
Since: 3.21.0
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<private> preUpdate()
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Description:

The internal update step.

Examples:
Since: 3.20.0
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<private> prepareBoundsOutput(output, [includeParent])
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Description:

Processes the bounds output vector before returning it.

Parameters:

name type arguments Default description
output object | Phaser.Math.Vector2

An object to store the values in. If not provided a new Vector2 will be created.

includeParent boolean <optional> false

If this Game Object has a parent Container, include it (and all other ancestors) in the resulting vector?

Returns:
Description:

The values stored in the output object.

Type:
Inherited from: Phaser.GameObjects.Components.GetBounds#prepareBoundsOutput
Examples:
Since: 3.18.0
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removeAllListeners([event])
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Description:

Remove all listeners, or those of the specified event.

Parameters:

name type arguments description
event string | symbol <optional>

The event name.

Returns:
Description:

this.

Inherited from: Phaser.Events.EventEmitter#removeAllListeners
Examples:
Since: 3.0.0
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removeFromDisplayList()
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Description:

Removes this Game Object from the Display List it is currently on.

A Game Object can only exist on one Display List at any given time, but may move freely removed and added back at a later stage.

You can query which list it is on by looking at the Phaser.GameObjects.GameObject#displayList property.

If a Game Object isn't on any Display List, it will not be rendered. If you just wish to temporarly disable it from rendering, consider using the setVisible method, instead.

Returns:
Description:

This Game Object.

Inherited from: Phaser.GameObjects.GameObject#removeFromDisplayList
Examples:
Since: 3.53.0
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removeFromUpdateList()
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Description:

Removes this Game Object from the Scene's Update List.

When a Game Object is on the Update List, it will have its preUpdate method called every game frame. Calling this method will remove it from the list, preventing this.

Removing a Game Object from the Update List will stop most internal functions working. For example, removing a Sprite from the Update List will prevent it from being able to run animations.

Returns:
Description:

This Game Object.

Inherited from: Phaser.GameObjects.GameObject#removeFromUpdateList
Examples:
Since: 3.53.0
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removeInteractive()
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Description:

If this Game Object has previously been enabled for input, this will queue it for removal, causing it to no longer be interactive. The removal happens on the next game step, it is not immediate.

The Interactive Object that was assigned to this Game Object will be destroyed, removed from the Input Manager and cleared from this Game Object.

If you wish to re-enable this Game Object at a later date you will need to re-create its InteractiveObject by calling setInteractive again.

If you wish to only temporarily stop an object from receiving input then use disableInteractive instead, as that toggles the interactive state, where-as this erases it completely.

If you wish to resize a hit area, don't remove and then set it as being interactive. Instead, access the hitarea object directly and resize the shape being used. I.e.: sprite.input.hitArea.setSize(width, height) (assuming the shape is a Rectangle, which it is by default.)

Returns:
Description:

This GameObject.

Inherited from: Phaser.GameObjects.GameObject#removeInteractive
Examples:
Since: 3.7.0
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removeListener(event, [fn], [context], [once])
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Description:

Remove the listeners of a given event.

Parameters:

name type arguments description
event string | symbol

The event name.

fn function <optional>

Only remove the listeners that match this function.

context * <optional>

Only remove the listeners that have this context.

once boolean <optional>

Only remove one-time listeners.

Returns:
Description:

this.

Inherited from: Phaser.Events.EventEmitter#removeListener
Examples:
Since: 3.0.0
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removeMarker(key)
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Description:

Removes a previously set marker from this video.

If the marker is currently playing it will not stop playback.

Parameters:

name type description
key string

The name of the marker to remove.

Returns:
Description:

This Video Game Object for method chaining.

Examples:
Since: 3.20.0
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Only webGL removePostPipeline(pipeline)
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Description:

Removes a type of Post Pipeline instances from this Game Object, based on the given name, and destroys them.

If you wish to remove all Post Pipelines use the resetPostPipeline method instead.

Parameters:

name type description
pipeline string | Phaser.Renderer.WebGL.Pipelines.PostFXPipeline

The string-based name of the pipeline, or a pipeline class.

Returns:
Description:

This Game Object.

Inherited from: Phaser.GameObjects.Components.Pipeline#removePostPipeline
Examples:
Since: 3.50.0
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removeVideoElement()
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Description:

Removes the Video element from the DOM by calling parentNode.removeChild on itself.

Also removes the autoplay and src attributes and nulls the Video reference.

You should not call this method if you were playing a video from the Video Cache that you wish to play again in your game, or if another Video object is also using the same video.

If you loaded an external video via Video.loadURL then you should call this function to clear up once you are done with the instance.

Examples:
Since: 3.20.0
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removedFromScene()
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Description:

This callback is invoked when this Game Object is removed from a Scene.

Can be overriden by custom Game Objects, but be aware of some Game Objects that will use this, such as Sprites, to removed themselves from the Update List.

You can also listen for the REMOVED_FROM_SCENE event from this Game Object.

Inherited from: Phaser.GameObjects.GameObject#removedFromScene
Examples:
Since: 3.50.0
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<private> renderCanvas(renderer, src, camera, parentMatrix)
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Description:

Renders this Game Object with the Canvas Renderer to the given Camera. The object will not render if any of its renderFlags are set or it is being actively filtered out by the Camera. This method should not be called directly. It is a utility function of the Render module.

Parameters:

name type description
renderer Phaser.Renderer.Canvas.CanvasRenderer

A reference to the current active Canvas renderer.

src Phaser.GameObjects.Video

The Game Object being rendered in this call.

camera Phaser.Cameras.Scene2D.Camera

The Camera that is rendering the Game Object.

parentMatrix Phaser.GameObjects.Components.TransformMatrix

This transform matrix is defined if the game object is nested

Examples:
Since: 3.20.0
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<private> renderWebGL(renderer, src, camera, parentMatrix)
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Description:

Renders this Game Object with the WebGL Renderer to the given Camera. The object will not render if any of its renderFlags are set or it is being actively filtered out by the Camera. This method should not be called directly. It is a utility function of the Render module.

Parameters:

name type description
renderer Phaser.Renderer.WebGL.WebGLRenderer

A reference to the current active WebGL renderer.

src Phaser.GameObjects.Video

The Game Object being rendered in this call.

camera Phaser.Cameras.Scene2D.Camera

The Camera that is rendering the Game Object.

parentMatrix Phaser.GameObjects.Components.TransformMatrix

This transform matrix is defined if the game object is nested

Examples:
Since: 3.20.0
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<private> resetCropObject()
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Description:

Internal method that returns a blank, well-formed crop object for use by a Game Object.

Returns:
Description:

The crop object.

Type:
  • object
Inherited from: Phaser.GameObjects.Components.TextureCrop#resetCropObject
Examples:
Since: 3.12.0
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resetFlip()
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Description:

Resets the horizontal and vertical flipped state of this Game Object back to their default un-flipped state.

Returns:
Description:

This Game Object instance.

Inherited from: Phaser.GameObjects.Components.Flip#resetFlip
Examples:
Since: 3.0.0
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Only webGL resetPipeline([resetPostPipelines], [resetData])
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Description:

Resets the WebGL Pipeline of this Game Object back to the default it was created with.

Parameters:

name type arguments Default description
resetPostPipelines boolean <optional> false

Reset all of the post pipelines?

resetData boolean <optional> false

Reset the pipelineData object to being an empty object?

Returns:
Description:

true if the pipeline was reset successfully, otherwise false.

Type:
  • boolean
Inherited from: Phaser.GameObjects.Components.Pipeline#resetPipeline
Examples:
Since: 3.0.0
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Only webGL resetPostPipeline([resetData])
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Description:

Resets the WebGL Post Pipelines of this Game Object. It does this by calling the destroy method on each post pipeline and then clearing the local array.

Parameters:

name type arguments Default description
resetData boolean <optional> false

Reset the pipelineData object to being an empty object?

Inherited from: Phaser.GameObjects.Components.Pipeline#resetPostPipeline
Examples:
Since: 3.50.0
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saveSnapshotTexture(key)
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Description:

Stores a copy of this Videos snapshotTexture in the Texture Manager using the given key.

This texture is created when the snapshot or snapshotArea methods are called.

After doing this, any texture based Game Object, such as a Sprite, can use the contents of the snapshot by using the texture key:

var vid = this.add.video(0, 0, 'intro');

vid.snapshot();

vid.saveSnapshotTexture('doodle');

this.add.image(400, 300, 'doodle');

Updating the contents of the snapshotTexture, for example by calling snapshot again, will automatically update any Game Object that is using it as a texture. Calling saveSnapshotTexture again will not save another copy of the same texture, it will just rename the existing one.

By default it will create a single base texture. You can add frames to the texture by using the Texture.add method. After doing this, you can then allow Game Objects to use a specific frame.

Parameters:

name type description
key string

The unique key to store the texture as within the global Texture Manager.

Returns:
Description:

The Texture that was saved.

Examples:
Since: 3.20.0
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saveTexture(key, [flipY])
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Description:

Stores this Video in the Texture Manager using the given key as a dynamic texture, which any texture-based Game Object, such as a Sprite, can use as its texture:

var vid = this.add.video(0, 0, 'intro');

vid.play();

vid.saveTexture('doodle');

this.add.image(400, 300, 'doodle');

The saved texture is automatically updated as the video plays. If you pause this video, or change its source, then the saved texture updates instantly.

Calling saveTexture again will not save another copy of the same texture, it will just rename the existing one.

By default it will create a single base texture. You can add frames to the texture by using the Texture.add method. After doing this, you can then allow Game Objects to use a specific frame.

If you intend to save the texture so you can use it as the input for a Shader, you may need to set the flipY parameter to true if you find the video renders upside down in your shader.

Parameters:

name type arguments Default description
key string

The unique key to store the texture as within the global Texture Manager.

flipY boolean <optional> false

Should the WebGL Texture set UNPACK_MULTIPLY_FLIP_Y during upload?

Returns:
Description:

The Texture that was saved.

Examples:
Since: 3.20.0
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seekTo(value)
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Description:

Seeks to a given point in the video. The value is given as a float between 0 and 1, where 0 represents the start of the video and 1 represents the end.

Seeking only works if the video has a duration, so will not work for live streams.

When seeking begins, this video will emit a seeking event. When the video completes seeking (i.e. reaches its designated timestamp) it will emit a seeked event.

If you wish to seek based on time instead, use the Video.setCurrentTime method.

Parameters:

name type description
value number

The point in the video to seek to. A value between 0 and 1.

Returns:
Description:

This Video Game Object for method chaining.

Examples:
Since: 3.20.0
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<private> seekedHandler()
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Description:

Internal seeked handler.

Examples:
Since: 3.20.0
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<private> seekingHandler()
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Description:

Internal seeking handler.

Examples:
Since: 3.20.0
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setActive(value)
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Description:

Sets the active property of this Game Object and returns this Game Object for further chaining. A Game Object with its active property set to true will be updated by the Scenes UpdateList.

Parameters:

name type description
value boolean

True if this Game Object should be set as active, false if not.

Returns:
Description:

This GameObject.

Inherited from: Phaser.GameObjects.GameObject#setActive
Examples:
Since: 3.0.0
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setAlpha([topLeft], [topRight], [bottomLeft], [bottomRight])
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Description:

Set the Alpha level of this Game Object. The alpha controls the opacity of the Game Object as it renders. Alpha values are provided as a float between 0, fully transparent, and 1, fully opaque.

If your game is running under WebGL you can optionally specify four different alpha values, each of which correspond to the four corners of the Game Object. Under Canvas only the topLeft value given is used.

Parameters:

name type arguments Default description
topLeft number <optional> 1

The alpha value used for the top-left of the Game Object. If this is the only value given it's applied across the whole Game Object.

topRight number <optional>

The alpha value used for the top-right of the Game Object. WebGL only.

bottomLeft number <optional>

The alpha value used for the bottom-left of the Game Object. WebGL only.

bottomRight number <optional>

The alpha value used for the bottom-right of the Game Object. WebGL only.

Returns:
Description:

This Game Object instance.

Inherited from: Phaser.GameObjects.Components.Alpha#setAlpha
Examples:
Since: 3.0.0
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setAngle([degrees])
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Description:

Sets the angle of this Game Object.

Parameters:

name type arguments description
degrees number <optional>

The rotation of this Game Object, in degrees.

Returns:
Description:

This Game Object instance.

Inherited from: Phaser.GameObjects.Components.Transform#setAngle
Examples:
Since: 3.0.0
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setBlendMode(value)
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Description:

Sets the Blend Mode being used by this Game Object.

This can be a const, such as Phaser.BlendModes.SCREEN, or an integer, such as 4 (for Overlay)

Under WebGL only the following Blend Modes are available:

  • ADD
  • MULTIPLY
  • SCREEN
  • ERASE (only works when rendering to a framebuffer, like a Render Texture)

Canvas has more available depending on browser support.

You can also create your own custom Blend Modes in WebGL.

Blend modes have different effects under Canvas and WebGL, and from browser to browser, depending on support. Blend Modes also cause a WebGL batch flush should it encounter a new blend mode. For these reasons try to be careful about the construction of your Scene and the frequency in which blend modes are used.

Parameters:

name type description
value string | Phaser.BlendModes

The BlendMode value. Either a string or a CONST.

Returns:
Description:

This Game Object instance.

Inherited from: Phaser.GameObjects.Components.BlendMode#setBlendMode
Examples:
Since: 3.0.0
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setCrop([x], [y], [width], [height])
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Description:

Applies a crop to a texture based Game Object, such as a Sprite or Image.

The crop is a rectangle that limits the area of the texture frame that is visible during rendering.

Cropping a Game Object does not change its size, dimensions, physics body or hit area, it just changes what is shown when rendered.

The crop coordinates are relative to the texture frame, not the Game Object, meaning 0 x 0 is the top-left.

Therefore, if you had a Game Object that had an 800x600 sized texture, and you wanted to show only the left half of it, you could call setCrop(0, 0, 400, 600).

It is also scaled to match the Game Object scale automatically. Therefore a crop rect of 100x50 would crop an area of 200x100 when applied to a Game Object that had a scale factor of 2.

You can either pass in numeric values directly, or you can provide a single Rectangle object as the first argument.

Call this method with no arguments at all to reset the crop, or toggle the property isCropped to false.

You should do this if the crop rectangle becomes the same size as the frame itself, as it will allow the renderer to skip several internal calculations.

Parameters:

name type arguments description
x number | Phaser.Geom.Rectangle <optional>

The x coordinate to start the crop from. Or a Phaser.Geom.Rectangle object, in which case the rest of the arguments are ignored.

y number <optional>

The y coordinate to start the crop from.

width number <optional>

The width of the crop rectangle in pixels.

height number <optional>

The height of the crop rectangle in pixels.

Returns:
Description:

This Game Object instance.

Inherited from: Phaser.GameObjects.Components.TextureCrop#setCrop
Examples:
Since: 3.11.0
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setCurrentTime(value)
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Description:

Seeks to a given playback time in the video. The value is given in seconds or as a string.

Seeking only works if the video has a duration, so will not work for live streams.

When seeking begins, this video will emit a seeking event. When the video completes seeking (i.e. reaches its designated timestamp) it will emit a seeked event.

You can provide a string prefixed with either a + or a -, such as +2.5 or -2.5. In this case it will seek to +/- the value given, relative to the current time.

If you wish to seek based on a duration percentage instead, use the Video.seekTo method.

Parameters:

name type description
value string | number

The playback time to seek to in seconds. Can be expressed as a string, such as +2 to seek 2 seconds ahead from the current time.

Returns:
Description:

This Video Game Object for method chaining.

Examples:
Since: 3.20.0
Source: