Phaser API Documentation

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A Video Game Object.

This Game Object is capable of handling playback of a video file, video stream or media stream.

You can optionally 'preload' the video into the Phaser Video Cache:

preload () {
  this.load.video('ripley', 'assets/aliens.mp4');
}

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

You don't have to 'preload' the video. You can also play it directly from a URL:

create () {
  this.add.video(400, 300).loadURL('assets/aliens.mp4');
}

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.

Playback is handled entirely via the Request Video Frame API, which is supported by most modern browsers. A polyfill is provided for older browsers.

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', true);
}

The 3rd 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.

Or:

create () {
  this.add.video(400, 300).loadURL('assets/aliens.mp4', true);
}

You can set the noAudio parameter to true even if the video does contain audio. It will still allow the video to play immediately, but the audio will not start.

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
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Description:

Private internal value. Holds the global alpha value.

Type:
number
Default: 1
Inherited from: Phaser.GameObjects.Components.Alpha#_alpha
Since: 3.0.0
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Focus
<private> _alphaBL: number
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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
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<private> _alphaBR: number
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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
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<private> _alphaTL: number
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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
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<private> _alphaTR: number
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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
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<private> _blendMode: number
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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> _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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<private> _device: Array.<string>
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Description:

A reference to Device.Video.

Type:
Array.<string>
Since: 3.60.0
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<private> _getFrame: boolean
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Description:

Has Video.getFirstFrame been called? This is reset if a new Video is loaded or played.

Type:
boolean
Since: 3.85.0
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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 previous frames mediaTime.

Type:
number
Since: 3.60.0
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<private> _loadCallbackHandler: function
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Description:

The locally bound callback handler specifically for load and load error events.

Type:
function
Since: 3.60.0
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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> _metadataCallbackHandler: function
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Description:

The locally bound callback handler specifically for the loadedmetadata event.

Type:
function
Since: 3.80.0
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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> _playCalled: boolean
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Description:

Has Video.play been called? This is reset if a new Video is loaded.

Type:
boolean
Since: 3.60.0
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<private> _playingMarker: boolean
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Description:

Are we playing a marked segment of the video?

Type:
boolean
Since: 3.60.0
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<private> _rfvCallbackId: number
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Description:

The Callback ID returned by Request Video Frame.

Type:
number
Since: 3.60.0
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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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<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
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<private> _systemMuted: boolean
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Description:

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

Type:
boolean
Since: 3.20.0
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<private> _systemPaused: boolean
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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
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<private> _visible: boolean
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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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active: boolean
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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
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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
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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
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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 | number | 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:

  • NORMAL
  • 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:
string | number | Phaser.BlendModes
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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<readonly> cacheKey: string
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Description:

The key of the current video as stored in the Video cache.

If the video did not come from the cache this will be an empty string.

Type:
string
Since: 3.60.0
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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
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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Only webGL defaultPipeline: Phaser.Renderer.WebGL.WebGLPipeline
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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
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depth: number
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Description:

The depth of this Game Object within the Scene. Ensure this value is only ever set to a number data-type.

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
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displayHeight: number
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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.ComputedSize#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
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displayOriginX: number
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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
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displayOriginY: number
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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
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displayWidth: number
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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.ComputedSize#displayWidth
Since: 3.0.0
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failedPlayAttempts: number
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Description:

Records the number of times the video has failed to play, typically because the user hasn't interacted with the page yet.

Type:
number
Since: 3.60.0
Focus
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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
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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
frameReady: boolean
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Focus

Description:

Has the video created its texture and populated it with the first frame of video?

Type:
boolean
Since: 3.60.0
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.PostPipeline#hasPostPipeline
Since: 3.60.0
Focus
Focus
<readonly> hasTransformComponent: boolean
Focus
Focus

Description:

A property indicating that a Game Object has this component.

Type:
boolean
Default: true
Inherited from: Phaser.GameObjects.Components.Transform#hasTransformComponent
Since: 3.60.0
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.ComputedSize#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
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Focus
isCropped: boolean
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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
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<readonly> isSeeking: boolean
Focus
Focus

Description:

Is the video currently seeking?

This is set to true when the seeking event is fired, and set to false when the seeked event is fired.

Type:
boolean
Since: 3.60.0
Focus
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<readonly> isStalled: boolean
Focus
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Description:

This read-only property returns true if the video is currently stalled, i.e. it has stopped playing due to a lack of data, or too much data, but hasn't yet reached the end of the video.

This is set if the Video DOM element emits any of the following events:

stalled suspend waiting

And is cleared if the Video DOM element emits the playing event, or handles a requestVideoFrame call.

Listen for the Phaser Event VIDEO_STALLED to be notified and inspect the event to see which DOM event caused it.

Note that being stalled isn't always a negative thing. A video can be stalled if it has downloaded enough data in to its buffer to not need to download any more until the current batch of frames have rendered.

Type:
boolean
Since: 3.60.0
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Only webGL <readonly> isTinted: boolean
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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
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markers: any
Focus
Focus

Description:

An object containing in and out markers for sequence playback.

Type:
any
Since: 3.20.0
Focus
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metadata: VideoFrameCallbackMetadata
Focus
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Description:

If the browser supports the Request Video Frame API then this property will hold the metadata that is returned from the callback each time it is invoked.

See https://wicg.github.io/video-rvfc/#video-frame-metadata-callback for a complete list of all properties that will be in this object. Likely of most interest is the mediaTime property:

The media presentation timestamp (PTS) in seconds of the frame presented (e.g. its timestamp on the video.currentTime timeline). MAY have a zero value for live-streams or WebRTC applications.

If the browser doesn't support the API then this property will be undefined.

Type:
VideoFrameCallbackMetadata
Since: 3.60.0
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name: string
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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
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<readonly> 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. Set this value with setOrigin().

Type:
number
Default: 0.5
Inherited from: Phaser.GameObjects.Components.Origin#originX
Since: 3.0.0
Focus
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<readonly> 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. Set this value with setOrigin().

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

Description:

The Post FX component of this Game Object.

This component allows you to apply a variety of built-in effects to this Game Object, such as glow, blur, bloom, displacements, vignettes and more. You access them via this property, for example:

const player = this.add.sprite();
player.postFX.addBloom();

All FX are WebGL only and do not have Canvas counterparts.

Please see the FX Class for more details and available methods.

This property is always null until the initPostPipeline method is called.

Type:
Inherited from: Phaser.GameObjects.Components.PostPipeline#postFX
Since: 3.60.0
Focus
Focus
Only webGL postPipelineData: 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.PostPipeline#postPipelineData
Since: 3.60.0
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.PostPipeline#postPipelines
Since: 3.60.0
Focus
Focus
Only webGL <nullable> preFX: Phaser.GameObjects.Components.FX
Focus
Focus

Description:

The Pre FX component of this Game Object.

This component allows you to apply a variety of built-in effects to this Game Object, such as glow, blur, bloom, displacements, vignettes and more. You access them via this property, for example:

const player = this.add.sprite();
player.preFX.addBloom();

Only the following Game Objects support Pre FX:

  • Image
  • Sprite
  • TileSprite
  • Text
  • RenderTexture
  • Video

All FX are WebGL only and do not have Canvas counterparts.

Please see the FX Class for more details and available methods.

Type:
Inherited from: Phaser.GameObjects.Components.PostPipeline#preFX
Since: 3.60.0
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
Since: 3.0.0
Focus
Focus
retry: number
Focus
Focus

Description:

The current retry elapsed time.

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

Description:

If a video fails to play due to a lack of user interaction, this is the amount of time, in ms, that the video will wait before trying again to play. The default is 500ms.

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
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scale: number
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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
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scaleX: number
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Description:

The horizontal scale of this Game Object.

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

The vertical scale of this Game Object.

Type:
number
Default: 1
Inherited from: Phaser.GameObjects.Components.Transform#scaleY
Since: 3.0.0
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scene: Phaser.Scene
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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
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scrollFactorX: number
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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
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scrollFactorY: number
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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
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<nullable> snapshotTexture: Phaser.Textures.CanvasTexture
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Description:

A Phaser CanvasTexture instance that holds the most recent snapshot taken from the video.

This will only be set if the snapshot or snapshotArea methods have been called.

Until those methods are called, this property will be undefined.

Type:
Since: 3.20.0
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state: number | string
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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
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tabIndex: number
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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
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Description:

The Texture this Game Object is using to render with.

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

The tint value being applied to the whole of the Game Object. Return tintTopLeft when read this tint property.

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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<readonly> 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 undefined 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 undefined 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 backing the videoTexture Texture object.

Will be undefined 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.ComputedSize#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

addEventHandlers()
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Description:

Adds the playback specific event handlers to the video element.

Since: 3.60.0
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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
Since: 3.0.0
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addLoadEventHandlers()
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Description:

Adds the loading specific event handlers to the video element.

Since: 3.60.0
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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.

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
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 super.preUpdate(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
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
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.

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
Since: 3.0.0
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Only webGL clearFX()
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Description:

Removes all Pre and Post FX Controllers from this Game Object.

If you wish to remove a single controller, use the preFX.remove(fx) or postFX.remove(fx) methods instead.

If you wish to clear a single controller, use the preFX.clear() or postFX.clear() methods instead.

Returns:
Description:

This Game Object.

Inherited from: Phaser.GameObjects.Components.PostPipeline#clearFX
Since: 3.60.0
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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
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
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.

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
Since: 3.50.0
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createBitmapMask([maskObject], [x], [y], [texture], [frame])
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Description:

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

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 texture-based Game Object.

Parameters:

name type arguments description
maskObject Phaser.GameObjects.GameObject | Phaser.Textures.DynamicTexture <optional>

The Game Object or Dynamic Texture that will be used as the mask. If null it will generate an Image Game Object using the rest of the arguments.

x number <optional>

If creating a Game Object, the horizontal position in the world.

y number <optional>

If creating a Game Object, the vertical position in the world.

texture string | Phaser.Textures.Texture <optional>

If creating a Game Object, the key, or instance of the Texture it will use to render with, as stored in the Texture Manager.

frame string | number | Phaser.Textures.Frame <optional>

If creating a Game Object, an optional frame from the Texture this Game Object is rendering with.

Returns:
Description:

This Bitmap Mask that was created.

Inherited from: Phaser.GameObjects.Components.Mask#createBitmapMask
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 | Phaser.GameObjects.Shape <optional>

A Graphics Game Object, or any kind of Shape 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
Since: 3.6.2
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createPlayPromise([catchError])
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Description:

Creates the video.play promise and adds the success and error handlers to it.

Not all browsers support the video.play promise, so this method will fall back to the old-school way of handling the video.play call.

See https://developer.mozilla.org/en-US/docs/Web/API/HTMLMediaElement/play#browser_compatibility for details.

Parameters:

name type arguments Default description
catchError boolean <optional> true

Should the error be caught and the video marked as failed to play?

Since: 3.60.0
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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
Since: 3.0.0
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disableInteractive([resetCursor])
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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.

Parameters:

name type arguments Default description
resetCursor boolean <optional> false

Should the currently active Input cursor, if any, be reset to the default cursor?

Returns:
Description:

This GameObject.

Inherited from: Phaser.GameObjects.GameObject#disableInteractive
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
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
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, unless the includeParent argument is set to true.

Parameters:

name type arguments Default description
output Phaser.Types.Math.Vector2Like <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.

Inherited from: Phaser.GameObjects.Components.GetBounds#getBottomCenter
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, unless the includeParent argument is set to true.

Parameters:

name type arguments Default description
output Phaser.Types.Math.Vector2Like <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.

Inherited from: Phaser.GameObjects.Components.GetBounds#getBottomLeft
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, unless the includeParent argument is set to true.

Parameters:

name type arguments Default description
output Phaser.Types.Math.Vector2Like <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.

Inherited from: Phaser.GameObjects.Components.GetBounds#getBottomRight
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
Since: 3.0.0
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getCenter([output], [includeParent])
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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, unless the includeParent argument is set to true.

Parameters:

name type arguments Default description
output Phaser.Types.Math.Vector2Like <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.

Inherited from: Phaser.GameObjects.Components.GetBounds#getCenter
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.

For a more accurate value, use the Video.metadata.mediaTime property instead.

Returns:
Description:

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

Type:
  • number
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
Since: 3.0.0
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getDisplayList()
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Description:

Returns a reference to the underlying display list array that contains this Game Object, which will be either the Scene's Display List or the internal list belonging to its parent Container, if it has one.

If this Game Object is not on a display list or in a container, it will return null.

You should be very careful with this method, and understand that it returns a direct reference to the internal array used by the Display List. Mutating this array directly can cause all kinds of subtle and difficult to debug issues in your game.

Returns:
Description:

The internal Display List array of Game Objects, or null.

Inherited from: Phaser.GameObjects.GameObject#getDisplayList
Since: 3.85.0
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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.

If no video has been loaded, this method will return 0.

Returns:
Description:

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

Type:
  • number
Since: 3.20.0
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getFirstFrame()
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Description:

Attempts to get the first frame of the video by running the requestVideoFrame callback once, then stopping. This is useful if you need to grab the first frame of the video to display behind a 'play' button, without actually calling the 'play' method.

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

Returns:
Description:

This Video Game Object for method chaining.

Since: 3.85.0
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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.<number>
Inherited from: Phaser.GameObjects.GameObject#getIndexList
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, unless the includeParent argument is set to true.

Parameters:

name type arguments Default description
output Phaser.Types.Math.Vector2Like <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.

Inherited from: Phaser.GameObjects.Components.GetBounds#getLeftCenter
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
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
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
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
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, or null.

Type:
  • string
Inherited from: Phaser.GameObjects.Components.Pipeline#getPipelineName
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
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:

An array of all the Post Pipelines matching the name. This array will be empty if there was no match. If there was only one single match, that pipeline is returned directly, not in an array.

Inherited from: Phaser.GameObjects.Components.PostPipeline#getPostPipeline
Since: 3.60.0
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getProgress()
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Description:

Returns the current progress of the video as a float.

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. Some videos, such as those coming from a live stream, do not have a duration. In this case the method will return -1.

Returns:
Description:

The current progress of playback. If the video has no duration, will always return -1.

Type:
  • number
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, unless the includeParent argument is set to true.

Parameters:

name type arguments Default description
output Phaser.Types.Math.Vector2Like <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.

Inherited from: Phaser.GameObjects.Components.GetBounds#getRightCenter
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, unless the includeParent argument is set to true.

Parameters:

name type arguments Default description
output Phaser.Types.Math.Vector2Like <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.

Inherited from: Phaser.GameObjects.Components.GetBounds#getTopCenter
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, unless the includeParent argument is set to true.

Parameters:

name type arguments Default description
output Phaser.Types.Math.Vector2Like <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.

Inherited from: Phaser.GameObjects.Components.GetBounds#getTopLeft
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, unless the includeParent argument is set to true.

Parameters:

name type arguments Default description
output Phaser.Types.Math.Vector2Like <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.

Inherited from: Phaser.GameObjects.Components.GetBounds#getTopRight
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
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
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
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.

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.

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.

Since: 3.20.0
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incData(key, [amount])
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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 Default description
key string

The key to change the value for.

amount number <optional> 1

The amount to increase the given key by. Pass a negative value to decrease the key.

Returns:
Description:

This GameObject.

Inherited from: Phaser.GameObjects.GameObject#incData
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 arguments description
pipeline string | Phaser.Renderer.WebGL.WebGLPipeline <optional>

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
Since: 3.0.0
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Only webGL initPostPipeline([preFX])
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Description:

This should only be called during the instantiation of the Game Object.

It is called by default by all core Game Objects and doesn't need calling again.

After that, use setPostPipeline.

Parameters:

name type arguments Default description
preFX boolean <optional> false

Does this Game Object support Pre FX?

Inherited from: Phaser.GameObjects.Components.PostPipeline#initPostPipeline
Since: 3.60.0
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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
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
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
Since: 3.20.0
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legacyPlayHandler()
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Description:

Called when the video emits a playing event.

This is the legacy handler for browsers that don't support Promise based playback.

Since: 3.60.0
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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
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.<function()>
Inherited from: Phaser.Events.EventEmitter#listeners
Since: 3.0.0
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load(key)
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Description:

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

If a video is already playing, this method allows you to change the source of the current video element. It works by first stopping the current video and then 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 description
key string

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

Returns:
Description:

This Video Game Object for method chaining.

Since: 3.60.0
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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.

Since: 3.20.0
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loadHandler([url], [noAudio], [crossOrigin], [stream])
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Description:

Internal method that loads a Video from the given URL, ready for playback with the Video.play method.

Normally you don't call this method directly, but instead use the Video.loadURL method, or the Video.load method if you have preloaded the video.

Calling this method will skip checking if the browser supports the given format in the URL, where-as the other two methods enforce these checks.

Parameters:

name type arguments description
url string <optional>

The absolute or relative URL to load the video file from. Set to null if passing in a MediaStream object.

noAudio boolean <optional>

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

crossOrigin string <optional>

The value to use for the crossOrigin property in the video load request. Either undefined, anonymous or use-credentials. If no value is given, crossorigin will not be set in the request.

stream string <optional>

A MediaStream object if this is playing a stream instead of a file.

Returns:
Description:

This Video Game Object for method chaining.

Since: 3.60.0
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loadMediaStream(stream, [noAudio], [crossOrigin])
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Description:

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

Parameters:

name type arguments Default description
stream string

The MediaStream object.

noAudio boolean <optional> false

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

crossOrigin string <optional>

The value to use for the crossOrigin property in the video load request. Either undefined, anonymous or use-credentials. If no value is given, crossorigin will not be set in the request.

Returns:
Description:

This Video Game Object for method chaining.

Since: 3.50.0
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loadURL([urls], [noAudio], [crossOrigin])
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Description:

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

If a video is already playing, this method allows you to change the source of the current video element. It works by first stopping the current video and then 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
urls string | Array.<string> | Phaser.Types.Loader.FileTypes.VideoFileURLConfig | Array.<Phaser.Types.Loader.FileTypes.VideoFileURLConfig> <optional>

The absolute or relative URL to load the video files from.

noAudio boolean <optional> false

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

crossOrigin string <optional>

The value to use for the crossOrigin property in the video load request. Either undefined, anonymous or use-credentials. If no value is given, crossorigin will not be set in the request.

Returns:
Description:

This Video Game Object for method chaining.

Since: 3.60.0
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metadataHandler(event)
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Description:

This internal method is called automatically when the video metadata is available.

Parameters:

name type description
event Event

The loadedmetadata Event.

Since: 3.80.0
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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
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
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
Since: 3.0.0
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pause()
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Description:

Pauses the current Video, if one is playing.

If no video is loaded, this method does nothing.

Call Video.resume to resume playback.

Returns:
Description:

This Video Game Object for method chaining.

Since: 3.60.0
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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', true);
}

The 3rd 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.

Since: 3.20.0
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playError(error)
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Description:

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

Parameters:

name type description
error DOMException

The Promise DOM Exception error.

Since: 3.60.0
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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.

Since: 3.20.0
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playSuccess()
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Description:

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

Since: 3.60.0
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playingHandler()
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Description:

Called when the video emits a playing event.

Since: 3.60.0
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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.

Since: 3.21.0
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<private> preUpdate(time, delta)
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Description:

The internal update step.

Parameters:

name type description
time number

The current timestamp.

delta number

The delta time in ms since the last frame.

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