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.
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
new Video(scene, x, y, [key])
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. |
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.
The alpha value of the Game Object.
This is a global value, impacting the entire Game Object, not just a region of it.
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.
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:
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.
If this Game Object is enabled for Arcade or Matter Physics then this property will contain a reference to a Physics Body.
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:
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
.
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.
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.
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.
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.
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.
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.
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.
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.
The Texture Frame this Game Object is using to render with.
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.
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.
If this Game Object is enabled for input then this property will contain an InteractiveObject instance.
Not usually set directly. Instead call GameObject.setInteractive()
.
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.
An object containing in and out markers for sequence playback.
The Mask this Game Object is using during render.
The name of this Game Object. Empty by default and never populated by Phaser, this is left for developers to use.
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.
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.
The parent Container of this Game Object, if it has one.
Should the video auto play when document interaction is required and happens?
Should the Video element that this Video is using, be removed from the DOM when this Video is destroyed?
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.
The current retry attempt.
The number of ms between each retry while monitoring the ready state of a downloading video.
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.
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.
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.
The horizontal scale of this Game Object.
The vertical scale of this Game Object.
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.
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.
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.
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.
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.
The Tab Index of the Game Object. Reserved for future use by plugins and the Input Manager.
The Texture this Game Object is using to render with.
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.
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.
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.
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.
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.
An internal flag holding the current state of the video lock, should document interaction be required before playback can begin.
A textual representation of this Game Object, i.e. sprite
.
Used internally by Phaser but is available for your own custom classes to populate.
A reference to the HTML Video Element this Video Game Object is playing.
Will be null
until a video is loaded for playback.
The Phaser Texture this Game Object is using to render the video to.
Will be null
until a video is loaded for playback.
A reference to the TextureSource belong to the videoTexture
Texture object.
Will be null
until a video is loaded for playback.
The visible state of the Game Object.
An invisible Game Object will skip rendering, but will still process update logic.
The w position of this Game Object.
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.
The x position of this Game Object.
The y position of this Game Object.
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.
Add a listener for a given event.
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. |
this
.
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.
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. |
This Video Game Object for method chaining.
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.
name | type | arguments | description |
---|---|---|---|
displayList | Phaser.GameObjects.DisplayList | Phaser.GameObjects.Layer | <optional> |
The Display List to add to. Defaults to the Scene Display List. |
This Game Object.
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.
This Game Object.
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.
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.
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. |
This Video Game Object for method chaining.
Clears all alpha values associated with this Game Object.
Immediately sets the alpha levels back to 1 (fully opaque).
This Game Object instance.
Clears the mask that this Game Object was using.
name | type | arguments | Default | description |
---|---|---|---|---|
destroyMask | boolean | <optional> | false |
Destroy the mask before clearing it? |
This Game Object instance.
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
.
Copies an object's coordinates to this Game Object's position.
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. |
This Game Object instance.
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.
name | type | arguments | description |
---|---|---|---|
renderable | Phaser.GameObjects.GameObject | <optional> |
A renderable Game Object that uses a texture, such as a Sprite. |
This Bitmap Mask that was created.
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.
name | type | arguments | description |
---|---|---|---|
graphics | Phaser.GameObjects.Graphics | <optional> |
A Graphics Game Object. The geometry within it will be used as the mask. |
This Geometry Mask that was created.
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.
name | type | arguments | Default | description |
---|---|---|---|---|
fromScene | boolean | <optional> | false |
|
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.
This GameObject.
Calls each of the listeners registered for a given event.
name | type | arguments | description |
---|---|---|---|
event | string | symbol |
The event name. |
|
args | * | <optional> |
Additional arguments that will be passed to the event handler. |
true
if the event had listeners, else false
.
Return an array listing the events for which the emitter has registered listeners.
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
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? |
The values stored in the output object.
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
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? |
The values stored in the output object.
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
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? |
The values stored in the output object.
Gets the bounds of this Game Object, regardless of origin. The values are stored and returned in a Rectangle, or Rectangle-like, object.
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. |
The values stored in the output object.
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
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. |
The values stored in the output object.
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.
A double-precision floating-point value indicating the current playback time in seconds.
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.
name | type | description |
---|---|---|
key | string | Array.<string> |
The key of the value to retrieve, or an array of keys. |
The value belonging to the given key, or an array of values, the order of which will match the input array.
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.
A double-precision floating-point value indicating the duration of the media in seconds.
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.
An array of display list position indexes.
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
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? |
The values stored in the output object.
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.
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. |
The translated point.
Gets the local transform matrix for this Game Object.
name | type | arguments | description |
---|---|---|---|
tempMatrix | Phaser.GameObjects.Components.TransformMatrix | <optional> |
The matrix to populate with the values from this Game Object. |
The populated Transform Matrix.
Returns a boolean which indicates whether the media element should start over when it reaches the end.
A boolean which indicates whether the media element will start over when it reaches the end.
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.
The sum total rotation, in radians, of all parent containers of this Game Object.
Returns a double that indicates the rate at which the media is being played back.
A double that indicates the rate at which the media is being played back.
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.
The current progress of playback. If the video has no duration, will always return zero.
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
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? |
The values stored in the output object.
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
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? |
The values stored in the output object.
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
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? |
The values stored in the output object.
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
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? |
The values stored in the output object.
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.
The key of the video being played from the Video Cache, if any.
Returns a double indicating the audio volume, from 0.0 (silent) to 1.0 (loudest).
A double indicating the audio volume, from 0.0 (silent) to 1.0 (loudest).
Gets the world transform matrix for this Game Object, factoring in any parent Containers.
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. |
The populated Transform Matrix.
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.
name | type | arguments | description |
---|---|---|---|
key | string | object |
The key to increase the value for. |
|
data | * | <optional> |
The value to increase for the given key. |
This GameObject.
Returns a boolean indicating if this Video is currently muted.
A boolean indicating if this Video is currently muted, or not.
Returns a boolean which indicates whether the video is currently paused.
A boolean which indicates whether the video is paused, or not.
Returns a boolean which indicates whether the video is currently playing.
A boolean which indicates whether the video is playing, or not.
Returns a boolean indicating if this Video is currently seeking, or not.
A boolean indicating if this Video is currently seeking, or not.
Return the number of listeners listening to a given event.
name | type | description |
---|---|---|
event | string | symbol |
The event name. |
The number of listeners.
Return the listeners registered for a given event.
name | type | description |
---|---|---|
event | string | symbol |
The event name. |
The registered listeners.
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.
name | type | arguments | Default | description |
---|---|---|---|---|
stream | string |
The MediaStream object. |
||
loadEvent | string | <optional> | 'loadeddata' |
The load event to listen for. Either |
noAudio | boolean | <optional> | false |
Does the video have an audio track? If not you can enable auto-playing on it. |
This Video Game Object for method chaining.
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.
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 |
noAudio | boolean | <optional> | false |
Does the video have an audio track? If not you can enable auto-playing on it. |
This Video Game Object for method chaining.
Remove the listeners of a given event.
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. |
this
.
Add a listener for a given event.
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. |
this
.
Add a one-time listener for a given event.
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. |
this
.
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.
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. |
This Video Game Object for method chaining.
Called when the video emits a playing
event during load.
This is only listened for if the browser doesn't support Promises.
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.
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. |
This Video Game Object for method chaining.
Remove all listeners, or those of the specified event.
name | type | arguments | description |
---|---|---|---|
event | string | symbol | <optional> |
The event name. |
this
.
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.
This Game Object.
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.
This Game Object.
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.)
This GameObject.
Remove the listeners of a given event.
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. |
this
.
Removes a previously set marker from this video.
If the marker is currently playing it will not stop playback.
name | type | description |
---|---|---|
key | string |
The name of the marker to remove. |
This Video Game Object for method chaining.
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.
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.
Resets the horizontal and vertical flipped state of this Game Object back to their default un-flipped state.
This Game Object instance.
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.
name | type | description |
---|---|---|
key | string |
The unique key to store the texture as within the global Texture Manager. |
The Texture that was saved.
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.
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 |
The Texture that was saved.
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.
name | type | description |
---|---|---|
value | number |
The point in the video to seek to. A value between 0 and 1. |
This Video Game Object for method chaining.
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.
name | type | description |
---|---|---|
value | boolean |
True if this Game Object should be set as active, false if not. |
This GameObject.
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.
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. |
This Game Object instance.
Sets the angle of this Game Object.
name | type | arguments | description |
---|---|---|---|
degrees | number | <optional> |
The rotation of this Game Object, in degrees. |
This Game Object instance.
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:
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.
name | type | description |
---|---|---|
value | string | Phaser.BlendModes |
The BlendMode value. Either a string or a CONST. |
This Game Object instance.
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.
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. |
This Game Object instance.
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.
name | type | description |
---|---|---|
value | string | number |
The playback time to seek to in seconds. Can be expressed as a string, such as |
This Video Game Object for method chaining.