Class: Video

Phaser.GameObjects. Video

A Video Game Object.

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

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

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

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

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

Autoplaying Videos

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

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

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

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

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

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

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


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

Parameters:
Name Type Argument 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
Source: src/gameobjects/video/Video.js (Line 17)

Extends

Members


active :boolean

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
Since: 3.0.0
Inherited From:
Default Value:
  • true
Source: src/gameobjects/GameObject.js (Line 95)

alpha :number

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
Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Alpha.js (Line 129)

alphaBottomLeft :number

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
Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Alpha.js (Line 227)

alphaBottomRight :number

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
Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Alpha.js (Line 257)

alphaTopLeft :number

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
Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Alpha.js (Line 167)

alphaTopRight :number

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
Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Alpha.js (Line 197)

angle :integer

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:
  • integer
Since: 3.0.0
Inherited From:
Default Value:
  • 0
Source: src/gameobjects/components/Transform.js (Line 196)

blendMode :Phaser.BlendModes|string

Sets the Blend Mode being used by this Game Object.

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

Under WebGL only the following Blend Modes are available:

  • ADD
  • MULTIPLY
  • SCREEN
  • ERASE

Canvas has more available depending on browser support.

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

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

Type:
Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/BlendMode.js (Line 30)

<nullable> body :object|Phaser.Physics.Arcade.Body|Phaser.Physics.Impact.Body

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

Type:
Since: 3.0.0
Inherited From:
Default Value:
  • null
Source: src/gameobjects/GameObject.js (Line 168)

cameraFilter :number

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
Since: 3.0.0
Inherited From:
Default Value:
  • 0
Source: src/gameobjects/GameObject.js (Line 142)
Example
this.cameraFilter |= camera.id

data :Phaser.Data.DataManager

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:
Since: 3.0.0
Inherited From:
Default Value:
  • null
Source: src/gameobjects/GameObject.js (Line 118)

defaultPipeline :Phaser.Renderer.WebGL.WebGLPipeline

The initial WebGL pipeline of this Game Object.

Type:
Since: 3.0.0
Inherited From:
Default Value:
  • null
Source: src/gameobjects/components/Pipeline.js (Line 17)

depth :number

The depth of this Game Object within the Scene.

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

The depth starts from zero (the default value) and increases from that point. 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
Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Depth.js (Line 28)

displayHeight :number

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
Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Size.js (Line 78)

displayOriginX :number

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
Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Origin.js (Line 60)

displayOriginY :number

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
Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Origin.js (Line 84)

displayWidth :number

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
Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Size.js (Line 53)

flipX :boolean

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
Since: 3.0.0
Inherited From:
Default Value:
  • false
Source: src/gameobjects/components/Flip.js (Line 17)

flipY :boolean

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
Since: 3.20.0
Overrides:
Source: src/gameobjects/video/Video.js (Line 162)

frame :Phaser.Textures.Frame

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

Type:
Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/TextureCrop.js (Line 28)

height :number

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
Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Size.js (Line 40)

ignoreDestroy :boolean

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
Since: 3.5.0
Inherited From:
Default Value:
  • false
Source: src/gameobjects/GameObject.js (Line 178)

<nullable> input :Phaser.Types.Input.InteractiveObject

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:
Since: 3.0.0
Inherited From:
Default Value:
  • null
Source: src/gameobjects/GameObject.js (Line 157)

isCropped :boolean

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
Since: 3.11.0
Inherited From:
Source: src/gameobjects/components/TextureCrop.js (Line 37)

<readonly> isTinted :boolean

Does this Game Object have a tint applied to it or not?

Type:
  • boolean
Since: 3.11.0
Inherited From:
Source: src/gameobjects/components/Tint.js (Line 314)

markers :any

An object containing in and out markers for sequence playback.

Type:
  • any
Since: 3.20.0
Source: src/gameobjects/video/Video.js (Line 309)

mask :Phaser.Display.Masks.BitmapMask|Phaser.Display.Masks.GeometryMask

The Mask this Game Object is using during render.

Type:
Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Mask.js (Line 19)

name :string

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

Type:
  • string
Since: 3.0.0
Inherited From:
Default Value:
  • ''
Source: src/gameobjects/GameObject.js (Line 84)

originX :number

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

Type:
  • number
Since: 3.0.0
Inherited From:
Default Value:
  • 0.5
Source: src/gameobjects/components/Origin.js (Line 30)

originY :number

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

Type:
  • number
Since: 3.0.0
Inherited From:
Default Value:
  • 0.5
Source: src/gameobjects/components/Origin.js (Line 43)

parentContainer :Phaser.GameObjects.Container

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

Type:
Since: 3.4.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 75)

pipeline :Phaser.Renderer.WebGL.WebGLPipeline

The current WebGL pipeline of this Game Object.

Type:
Since: 3.0.0
Inherited From:
Default Value:
  • null
Source: src/gameobjects/components/Pipeline.js (Line 28)

playWhenUnlocked :boolean

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

Type:
  • boolean
Since: 3.20.0
Source: src/gameobjects/video/Video.js (Line 194)

renderFlags :integer

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:
  • integer
Since: 3.0.0
Inherited From:
Default Value:
  • 15
Source: src/gameobjects/GameObject.js (Line 130)

retry :integer

The current retry attempt.

Type:
  • integer
Since: 3.20.0
Source: src/gameobjects/video/Video.js (Line 214)

retryInterval :integer

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

Type:
  • integer
Since: 3.20.0
Source: src/gameobjects/video/Video.js (Line 223)

retryLimit :integer

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

Type:
  • integer
Since: 3.20.0
Source: src/gameobjects/video/Video.js (Line 203)

rotation :number

The angle of this Game Object in radians.

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 degrees, see the angle property instead.

Type:
  • number
Since: 3.0.0
Inherited From:
Default Value:
  • 1
Source: src/gameobjects/components/Transform.js (Line 223)

scale :number

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
Since: 3.18.0
Inherited From:
Default Value:
  • 1
Source: src/gameobjects/components/Transform.js (Line 98)

scaleX :number

The horizontal scale of this Game Object.

Type:
  • number
Since: 3.0.0
Inherited From:
Default Value:
  • 1
Source: src/gameobjects/components/Transform.js (Line 134)

scaleY :number

The vertical scale of this Game Object.

Type:
  • number
Since: 3.0.0
Inherited From:
Default Value:
  • 1
Source: src/gameobjects/components/Transform.js (Line 165)

<protected> scene :Phaser.Scene

The Scene to which this Game Object belongs. Game Objects can only belong to one Scene.

Type:
Since: 3.0.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 38)

scrollFactorX :number

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
Since: 3.0.0
Inherited From:
Default Value:
  • 1
Source: src/gameobjects/components/ScrollFactor.js (Line 16)

scrollFactorY :number

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
Since: 3.0.0
Inherited From:
Default Value:
  • 1
Source: src/gameobjects/components/ScrollFactor.js (Line 40)

<nullable> snapshotTexture :Phaser.Textures.CanvasTexture

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

Type:
Since: 3.20.0
Source: src/gameobjects/video/Video.js (Line 152)

state :integer|string

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 move 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:
  • integer | string
Since: 3.16.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 59)

tabIndex :integer

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

Type:
  • integer
Since: 3.0.0
Inherited From:
Default Value:
  • -1
Source: src/gameobjects/GameObject.js (Line 107)

texture :Phaser.Textures.Texture|Phaser.Textures.CanvasTexture

The Texture this Game Object is using to render with.

Type:
Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/TextureCrop.js (Line 19)

tint :integer

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

Type:
  • integer
Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Tint.js (Line 297)

tintBottomLeft :integer

The tint value being applied to the bottom-left of the Game Object. This value is interpolated from the corner to the center of the Game Object.

Type:
  • integer
Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Tint.js (Line 249)

tintBottomRight :integer

The tint value being applied to the bottom-right of the Game Object. This value is interpolated from the corner to the center of the Game Object.

Type:
  • integer
Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Tint.js (Line 273)

tintFill :boolean

Fill or additive?

Type:
  • boolean
Since: 3.11.0
Inherited From:
Default Value:
  • false
Source: src/gameobjects/components/Tint.js (Line 83)

tintTopLeft :integer

The tint value being applied to the top-left of the Game Object. This value is interpolated from the corner to the center of the Game Object.

Type:
  • integer
Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Tint.js (Line 201)

tintTopRight :integer

The tint value being applied to the top-right of the Game Object. This value is interpolated from the corner to the center of the Game Object.

Type:
  • integer
Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Tint.js (Line 225)

touchLocked :boolean

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
Source: src/gameobjects/video/Video.js (Line 184)

type :string

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
Since: 3.0.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 49)

<nullable> video :HTMLVideoElement

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

Type:
  • HTMLVideoElement
Since: 3.20.0
Source: src/gameobjects/video/Video.js (Line 122)

<nullable> videoTexture :Phaser.Textures.Texture

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

Type:
Since: 3.20.0
Source: src/gameobjects/video/Video.js (Line 132)

<nullable> videoTextureSource :Phaser.Textures.TextureSource

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

Type:
Since: 3.20.0
Source: src/gameobjects/video/Video.js (Line 142)

visible :boolean

The visible state of the Game Object.

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

Type:
  • boolean
Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Visible.js (Line 31)

w :number

The w position of this Game Object.

Type:
  • number
Since: 3.0.0
Inherited From:
Default Value:
  • 0
Source: src/gameobjects/components/Transform.js (Line 88)

width :number

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
Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Size.js (Line 27)

x :number

The x position of this Game Object.

Type:
  • number
Since: 3.0.0
Inherited From:
Default Value:
  • 0
Source: src/gameobjects/components/Transform.js (Line 57)

y :number

The y position of this Game Object.

Type:
  • number
Since: 3.0.0
Inherited From:
Default Value:
  • 0
Source: src/gameobjects/components/Transform.js (Line 67)

z :number

The z position of this Game Object. Note: Do not use this value to set the z-index, instead see the depth property.

Type:
  • number
Since: 3.0.0
Inherited From:
Default Value:
  • 0
Source: src/gameobjects/components/Transform.js (Line 77)

Methods


addListener(event, fn [, context])

Add a listener for a given event.

Parameters:
Name Type Argument Default Description
event string | symbol

The event name.

fn function

The listener function.

context * <optional>
this

The context to invoke the listener with.

Since: 3.0.0
Inherited From:
Source: src/events/EventEmitter.js (Line 111)
Returns:

this.

Type
Phaser.Events.EventEmitter

addMarker(key, markerIn, markerOut)

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 discrepencies 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 integer

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

markerOut integer

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

Since: 3.20.0
Source: src/gameobjects/video/Video.js (Line 570)
Returns:

This Video Game Object for method chaining.

Type
Phaser.GameObjects.Video

changeSource(key [, autoplay] [, loop] [, markerIn] [, markerOut])

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 Argument 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 integer <optional>

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

markerOut integer <optional>

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

Since: 3.20.0
Source: src/gameobjects/video/Video.js (Line 492)
Returns:

This Video Game Object for method chaining.

Type
Phaser.GameObjects.Video

clearAlpha()

Clears all alpha values associated with this Game Object.

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

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Alpha.js (Line 77)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Video

clearMask( [destroyMask])

Clears the mask that this Game Object was using.

Parameters:
Name Type Argument Default Description
destroyMask boolean <optional>
false

Destroy the mask before clearing it?

Since: 3.6.2
Inherited From:
Source: src/gameobjects/components/Mask.js (Line 56)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Video

clearTint()

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.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Tint.js (Line 93)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Video

completeHandler()

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
Source: src/gameobjects/video/Video.js (Line 938)
Fires:

createBitmapMask( [renderable])

Creates and returns a Bitmap 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 renderable Game Object. A renderable Game Object is one that uses a texture to render with, such as an Image, Sprite, Render Texture or BitmapText.

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

Parameters:
Name Type Argument Description
renderable Phaser.GameObjects.GameObject <optional>

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

Since: 3.6.2
Inherited From:
Source: src/gameobjects/components/Mask.js (Line 80)
Returns:

This Bitmap Mask that was created.

Type
Phaser.Display.Masks.BitmapMask

createGeometryMask( [graphics])

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 Argument Description
graphics Phaser.GameObjects.Graphics <optional>

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

Since: 3.6.2
Inherited From:
Source: src/gameobjects/components/Mask.js (Line 110)
Returns:

This Geometry Mask that was created.

Type
Phaser.Display.Masks.GeometryMask

destroy( [removeVideoElement])

Destroys 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.

Parameters:
Name Type Argument Default Description
removeVideoElement boolean <optional>
false

Should the video element be removed from the DOM?

Since: 3.20.0
Overrides:
Source: src/gameobjects/video/Video.js (Line 1712)

disableInteractive()

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.

Since: 3.7.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 402)
Returns:

This GameObject.

Type
Phaser.GameObjects.Video

emit(event [, args])

Calls each of the listeners registered for a given event.

Parameters:
Name Type Argument Description
event string | symbol

The event name.

args * <optional>
<repeatable>

Additional arguments that will be passed to the event handler.

Since: 3.0.0
Inherited From:
Source: src/events/EventEmitter.js (Line 86)
Returns:

true if the event had listeners, else false.

Type
boolean

eventNames()

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

Since: 3.0.0
Inherited From:
Source: src/events/EventEmitter.js (Line 55)
Returns:
Type
array

getBottomCenter( [output] [, includeParent])

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

Parameters:
Name Type Argument Default Description
output Phaser.Math.Vector2 | object <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?

Since: 3.18.0
Inherited From:
Source: src/gameobjects/components/GetBounds.js (Line 221)
Returns:

The values stored in the output object.

Type
Phaser.Math.Vector2 | object

getBottomLeft( [output] [, includeParent])

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

Parameters:
Name Type Argument Default Description
output Phaser.Math.Vector2 | object <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?

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/GetBounds.js (Line 197)
Returns:

The values stored in the output object.

Type
Phaser.Math.Vector2 | object

getBottomRight( [output] [, includeParent])

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

Parameters:
Name Type Argument Default Description
output Phaser.Math.Vector2 | object <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?

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/GetBounds.js (Line 245)
Returns:

The values stored in the output object.

Type
Phaser.Math.Vector2 | object

getBounds( [output])

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 Argument Description
output Phaser.Geom.Rectangle | object <optional>

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

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/GetBounds.js (Line 269)
Returns:

The values stored in the output object.

Type
Phaser.Geom.Rectangle | object

getCenter( [output])

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

Parameters:
Name Type Argument Description
output Phaser.Math.Vector2 | object <optional>

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

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/GetBounds.js (Line 54)
Returns:

The values stored in the output object.

Type
Phaser.Math.Vector2 | object

getCurrentTime()

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.

Since: 3.20.0
Source: src/gameobjects/video/Video.js (Line 1140)
Returns:

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

Type
number

getData(key)

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.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 333)
Returns:

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

Type
*

getDuration()

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.

Since: 3.20.0
Source: src/gameobjects/video/Video.js (Line 1282)
Returns:

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

Type
number

getIndexList()

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.

Since: 3.4.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 501)
Returns:

An array of display list position indexes.

Type
Array.<integer>

getLeftCenter( [output] [, includeParent])

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

Parameters:
Name Type Argument Default Description
output Phaser.Math.Vector2 | object <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?

Since: 3.18.0
Inherited From:
Source: src/gameobjects/components/GetBounds.js (Line 149)
Returns:

The values stored in the output object.

Type
Phaser.Math.Vector2 | object

getLocalTransformMatrix( [tempMatrix])

Gets the local transform matrix for this Game Object.

Parameters:
Name Type Argument Description
tempMatrix Phaser.GameObjects.Components.TransformMatrix <optional>

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

Since: 3.4.0
Inherited From:
Source: src/gameobjects/components/Transform.js (Line 446)
Returns:

The populated Transform Matrix.

Type
Phaser.GameObjects.Components.TransformMatrix

getLoop()

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

Since: 3.20.0
Source: src/gameobjects/video/Video.js (Line 1510)
Returns:

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

Type
boolean

getParentRotation()

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.

Since: 3.18.0
Inherited From:
Source: src/gameobjects/components/Transform.js (Line 500)
Returns:

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

Type
number

getPipelineName()

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

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Pipeline.js (Line 107)
Returns:

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

Type
string

getPlaybackRate()

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

Since: 3.20.0
Source: src/gameobjects/video/Video.js (Line 1475)
Returns:

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

Type
number

getProgress()

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

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

Since: 3.20.0
Source: src/gameobjects/video/Video.js (Line 1253)
Returns:

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

Type
number

getRightCenter( [output] [, includeParent])

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

Parameters:
Name Type Argument Default Description
output Phaser.Math.Vector2 | object <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?

Since: 3.18.0
Inherited From:
Source: src/gameobjects/components/GetBounds.js (Line 173)
Returns:

The values stored in the output object.

Type
Phaser.Math.Vector2 | object

getTopCenter( [output] [, includeParent])

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

Parameters:
Name Type Argument Default Description
output Phaser.Math.Vector2 | object <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?

Since: 3.18.0
Inherited From:
Source: src/gameobjects/components/GetBounds.js (Line 101)
Returns:

The values stored in the output object.

Type
Phaser.Math.Vector2 | object

getTopLeft( [output] [, includeParent])

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

Parameters:
Name Type Argument Default Description
output Phaser.Math.Vector2 | object <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?

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/GetBounds.js (Line 77)
Returns:

The values stored in the output object.

Type
Phaser.Math.Vector2 | object

getTopRight( [output] [, includeParent])

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

Parameters:
Name Type Argument Default Description
output Phaser.Math.Vector2 | object <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?

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/GetBounds.js (Line 125)
Returns:

The values stored in the output object.

Type
Phaser.Math.Vector2 | object

getVideoKey()

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.

Since: 3.20.0
Source: src/gameobjects/video/Video.js (Line 1089)
Returns:

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

Type
string

getVolume()

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

Since: 3.20.0
Source: src/gameobjects/video/Video.js (Line 1438)
Returns:

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

Type
number

getWorldTransformMatrix( [tempMatrix] [, parentMatrix])

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

Parameters:
Name Type Argument 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.

Since: 3.4.0
Inherited From:
Source: src/gameobjects/components/Transform.js (Line 463)
Returns:

The populated Transform Matrix.

Type
Phaser.GameObjects.Components.TransformMatrix

initPipeline( [pipelineName])

Sets the initial WebGL Pipeline of this Game Object. This should only be called during the instantiation of the Game Object.

Parameters:
Name Type Argument Default Description
pipelineName string <optional>
TextureTintPipeline

The name of the pipeline to set on this Game Object. Defaults to the Texture Tint Pipeline.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Pipeline.js (Line 39)
Returns:

true if the pipeline was set successfully, otherwise false.

Type
boolean

isMuted()

Returns a boolean indicating if this Video is currently muted.

Since: 3.20.0
Source: src/gameobjects/video/Video.js (Line 1325)
Returns:

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

Type
boolean

isPaused()

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

Since: 3.20.0
Source: src/gameobjects/video/Video.js (Line 1564)
Returns:

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

Type
boolean

isPlaying()

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

Since: 3.20.0
Source: src/gameobjects/video/Video.js (Line 1551)
Returns:

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

Type
boolean

isSeeking()

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

Since: 3.20.0
Source: src/gameobjects/video/Video.js (Line 1203)
Returns:

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

Type
boolean

listenerCount(event)

Return the number of listeners listening to a given event.

Parameters:
Name Type Description
event string | symbol

The event name.

Since: 3.0.0
Inherited From:
Source: src/events/EventEmitter.js (Line 75)
Returns:

The number of listeners.

Type
number

listeners(event)

Return the listeners registered for a given event.

Parameters:
Name Type Description
event string | symbol

The event name.

Since: 3.0.0
Inherited From:
Source: src/events/EventEmitter.js (Line 64)
Returns:

The registered listeners.

Type
array

loadURL(url [, loadEvent] [, noAudio])

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

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

Parameters:
Name Type Argument Default Description
url string

The URL of the video to load or be streamed.

loadEvent string <optional>
'loadeddata'

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

noAudio boolean <optional>
false

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

Since: 3.20.0
Source: src/gameobjects/video/Video.js (Line 777)
Returns:

This Video Game Object for method chaining.

Type
Phaser.GameObjects.Video

off(event [, fn] [, context] [, once])

Remove the listeners of a given event.

Parameters:
Name Type Argument 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.

Since: 3.0.0
Inherited From:
Source: src/events/EventEmitter.js (Line 151)
Returns:

this.

Type
Phaser.Events.EventEmitter

on(event, fn [, context])

Add a listener for a given event.

Parameters:
Name Type Argument Default Description
event string | symbol

The event name.

fn function

The listener function.

context * <optional>
this

The context to invoke the listener with.

Since: 3.0.0
Inherited From:
Source: src/events/EventEmitter.js (Line 98)
Returns:

this.

Type
Phaser.Events.EventEmitter

once(event, fn [, context])

Add a one-time listener for a given event.

Parameters:
Name Type Argument Default Description
event string | symbol

The event name.

fn function

The listener function.

context * <optional>
this

The context to invoke the listener with.

Since: 3.0.0
Inherited From:
Source: src/events/EventEmitter.js (Line 124)
Returns:

this.

Type
Phaser.Events.EventEmitter

play( [loop] [, markerIn] [, markerOut])

Starts this video playing.

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

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

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

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

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

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

Parameters:
Name Type Argument 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 integer <optional>

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

markerOut integer <optional>

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

Since: 3.20.0
Source: src/gameobjects/video/Video.js (Line 389)
Returns:

This Video Game Object for method chaining.

Type
Phaser.GameObjects.Video

playHandler()

Called when the video emits a playing event during load.

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

Since: 3.20.0
Source: src/gameobjects/video/Video.js (Line 874)
Fires:

playMarker(key [, loop])

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 discrepencies 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 Argument 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.

Since: 3.20.0
Source: src/gameobjects/video/Video.js (Line 601)
Returns:

This Video Game Object for method chaining.

Type
Phaser.GameObjects.Video

removeAllListeners( [event])

Remove all listeners, or those of the specified event.

Parameters:
Name Type Argument Description
event string | symbol <optional>

The event name.

Since: 3.0.0
Inherited From:
Source: src/events/EventEmitter.js (Line 165)
Returns:

this.

Type
Phaser.Events.EventEmitter

removeInteractive()

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

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

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

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

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

Since: 3.7.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 426)
Returns:

This GameObject.

Type
Phaser.GameObjects.Video

removeListener(event [, fn] [, context] [, once])

Remove the listeners of a given event.

Parameters:
Name Type Argument 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.

Since: 3.0.0
Inherited From:
Source: src/events/EventEmitter.js (Line 137)
Returns:

this.

Type
Phaser.Events.EventEmitter

removeMarker(key)

Removes a previously set marker from this video.

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

Parameters:
Name Type Description
key string

The name of the marker to remove.

Since: 3.20.0
Source: src/gameobjects/video/Video.js (Line 632)
Returns:

This Video Game Object for method chaining.

Type
Phaser.GameObjects.Video

removeVideoElement()

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

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

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

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

Since: 3.20.0
Source: src/gameobjects/video/Video.js (Line 1672)

resetFlip()

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

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Flip.js (Line 140)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Video

resetPipeline()

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

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Pipeline.js (Line 91)
Returns:

true if the pipeline was set successfully, otherwise false.

Type
boolean

saveSnapshotTexture(key)

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

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

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

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

vid.snapshot();

vid.saveSnapshotTexture('doodle');

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

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

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

Parameters:
Name Type Description
key string

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

Since: 3.20.0
Source: src/gameobjects/video/Video.js (Line 729)
Returns:

The Texture that was saved.

Type
Phaser.Textures.CanvasTexture

saveTexture(key [, flipY])

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

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

vid.play();

vid.saveTexture('doodle');

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

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

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

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

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

Parameters:
Name Type Argument Default Description
key string

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

flipY boolean <optional>
false

Should the WebGL Texture set UNPACK_MULTIPLY_FLIP_Y during upload?

Since: 3.20.0
Source: src/gameobjects/video/Video.js (Line 1577)
Returns:

The Texture that was saved.

Type
Phaser.Textures.Texture

seekTo(value)

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

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

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

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

Parameters:
Name Type Description
value number

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

Since: 3.20.0
Source: src/gameobjects/video/Video.js (Line 1103)
Returns:

This Video Game Object for method chaining.

Type
Phaser.GameObjects.Video

setActive(value)

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

Parameters:
Name Type Description
value boolean

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

Since: 3.0.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 195)
Returns:

This GameObject.

Type
Phaser.GameObjects.Video

setAlpha( [topLeft] [, topRight] [, bottomLeft] [, bottomRight])

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

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

Parameters:
Name Type Argument Default Description
topLeft number <optional>
1

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

topRight number <optional>

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

bottomLeft number <optional>

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

bottomRight number <optional>

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

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Alpha.js (Line 92)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Video

setAngle( [degrees])

Sets the angle of this Game Object.

Parameters:
Name Type Argument Default Description
degrees number <optional>
0

The rotation of this Game Object, in degrees.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Transform.js (Line 329)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Video

setBlendMode(value)

Sets the Blend Mode being used by this Game Object.

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

Under WebGL only the following Blend Modes are available:

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

Canvas has more available depending on browser support.

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

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

Parameters:
Name Type Description
value string | Phaser.BlendModes

The BlendMode value. Either a string or a CONST.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/BlendMode.js (Line 79)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Video

setCrop( [x] [, y] [, width] [, height])

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

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

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

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

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

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

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

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

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

Parameters:
Name Type Argument Description
x number | Phaser.Geom.Rectangle <optional>

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

y number <optional>

The y coordinate to start the crop from.

width number <optional>

The width of the crop rectangle in pixels.

height number <optional>

The height of the crop rectangle in pixels.

Since: 3.11.0
Inherited From:
Source: src/gameobjects/components/TextureCrop.js (Line 48)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Video

setCurrentTime(value)

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

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

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

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

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

Parameters:
Name Type Description
value string | number

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

Since: 3.20.0
Source: src/gameobjects/video/Video.js (Line 1154)
Returns:

This Video Game Object for method chaining.

Type
Phaser.GameObjects.Video

setData(key [, data])

Allows you to store a key value pair within this Game Objects Data Manager.

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.

sprite.setData('name', 'Red Gem Stone');

You can also pass in an object of key value pairs as the first argument:

sprite.setData({ name: 'Red Gem Stone', level: 2, owner: 'Link', gold: 50 });

To get a value back again you can call getData:

sprite.getData('gold');

Or you can access the value directly via the values property, where it works like any other variable:

sprite.data.values.gold += 50;

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

If the key already exists, a changedata event is emitted instead, along an event named after the key. For example, if you updated an existing key called PlayerLives then it would emit the event changedata-PlayerLives. These events will be emitted regardless if you use this method to set the value, or the direct values setter.

Please note that the data keys are case-sensitive and must be valid JavaScript Object property strings. This means the keys gold and Gold are treated as two unique values within the Data Manager.

Parameters:
Name Type Argument Description
key string | object

The key to set the value for. Or an object of key value pairs. If an object the data argument is ignored.

data * <optional>

The value to set for the given key. If an object is provided as the key this argument is ignored.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 274)
Returns:

This GameObject.

Type
Phaser.GameObjects.Video

setDataEnabled()

Adds a Data Manager component to this Game Object.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 255)
See:
Returns:

This GameObject.

Type
Phaser.GameObjects.Video

setDepth(value)

The depth of this Game Object within the Scene.

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

The depth starts from zero (the default value) and increases from that point. 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.

Parameters:
Name Type Description
value integer

The depth of this Game Object.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Depth.js (Line 58)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Video

setDisplayOrigin( [x] [, y])

Sets the display origin of this Game Object. The difference between this and setting the origin is that you can use pixel values for setting the display origin.

Parameters:
Name Type Argument Default Description
x number <optional>
0

The horizontal display origin value.

y number <optional>
x

The vertical display origin value. If not defined it will be set to the value of x.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Origin.js (Line 155)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Video

setDisplaySize(width, height)

Sets the display size of this Game Object.

Calling this will adjust the scale.

Parameters:
Name Type Description
width number

The width of this Game Object.

height number

The height of this Game Object.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Size.js (Line 158)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Video

setFlip(x, y)

Sets the horizontal and vertical flipped state of this Game Object.

A Game Object that is flipped will render inversed on the flipped 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.

Parameters:
Name Type Description
x boolean

The horizontal flipped state. false for no flip, or true to be flipped.

y boolean

The horizontal flipped state. false for no flip, or true to be flipped.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Flip.js (Line 117)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Video

setFlipX(value)

Sets the horizontal flipped state of this 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.

Parameters:
Name Type Description
value boolean

The flipped state. false for no flip, or true to be flipped.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Flip.js (Line 79)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Video

setFlipY(value)

Sets the vertical flipped state of this Game Object.

Parameters:
Name Type Description
value boolean

The flipped state. false for no flip, or true to be flipped.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Flip.js (Line 100)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Video

setFrame(frame [, updateSize] [, updateOrigin])

Sets the frame this Game Object will use to render with.

The Frame has to belong to the current Texture being used.

It can be either a string or an index.

Calling setFrame will modify the width and height properties of your Game Object. It will also change the origin if the Frame has a custom pivot point, as exported from packages like Texture Packer.

Parameters:
Name Type Argument Default Description
frame string | integer

The name or index of the frame within the Texture.

updateSize boolean <optional>
true

Should this call adjust the size of the Game Object?

updateOrigin boolean <optional>
true

Should this call adjust the origin of the Game Object?

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/TextureCrop.js (Line 126)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Video

setInteractive( [shape] [, callback] [, dropZone])

Pass this Game Object to the Input Manager to enable it for Input.

Input works by using hit areas, these are nearly always geometric shapes, such as rectangles or circles, that act as the hit area for the Game Object. However, you can provide your own hit area shape and callback, should you wish to handle some more advanced input detection.

If no arguments are provided it will try and create a rectangle hit area based on the texture frame the Game Object is using. If this isn't a texture-bound object, such as a Graphics or BitmapText object, this will fail, and you'll need to provide a specific shape for it to use.

You can also provide an Input Configuration Object as the only argument to this method.

Parameters:
Name Type Argument Default Description
shape Phaser.Types.Input.InputConfiguration | any <optional>

Either an input configuration object, or a geometric shape that defines the hit area for the Game Object. If not specified a Rectangle will be used.

callback Phaser.Types.Input.HitAreaCallback <optional>

A callback to be invoked when the Game Object is interacted with. If you provide a shape you must also provide a callback.

dropZone boolean <optional>
false

Should this Game Object be treated as a drop zone target?

Since: 3.0.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 373)
Returns:

This GameObject.

Type
Phaser.GameObjects.Video

setLoop( [value])

Sets the loop state of the current video.

The value given is a boolean which indicates whether the media element will start over when it reaches the end.

Not all videos can loop, for example live streams.

Please note that not all browsers support seamless video looping for all encoding formats.

Parameters:
Name Type Argument Default Description
value boolean <optional>
true

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

Since: 3.20.0
Source: src/gameobjects/video/Video.js (Line 1523)
Returns:

This Video Game Object for method chaining.

Type
Phaser.GameObjects.Video

setMask(mask)

Sets the mask that this Game Object will use to render with.

The mask must have been previously created and can be either a GeometryMask or a BitmapMask. Note: Bitmap Masks only work on WebGL. Geometry Masks work on both WebGL and Canvas.

If a mask is already set on this Game Object it will be immediately replaced.

Masks are positioned in global space and are not relative to the Game Object to which they are applied. The reason for this is that multiple Game Objects can all share the same mask.

Masks have no impact on physics or input detection. They are purely a rendering component that allows you to limit what is visible during the render pass.

Parameters:
Name Type Description
mask Phaser.Display.Masks.BitmapMask | Phaser.Display.Masks.GeometryMask

The mask this Game Object will use when rendering.

Since: 3.6.2
Inherited From:
Source: src/gameobjects/components/Mask.js (Line 28)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Video

setMute( [value])

Sets the muted state of the currently playing video, if one is loaded.

Parameters:
Name Type Argument Default Description
value boolean <optional>
true

The mute value. true if the video should be muted, otherwise false.

Since: 3.20.0
Source: src/gameobjects/video/Video.js (Line 1299)
Returns:

This Video Game Object for method chaining.

Type
Phaser.GameObjects.Video

setName(value)

Sets the name property of this Game Object and returns this Game Object for further chaining. The name property is not populated by Phaser and is presented for your own use.

Parameters:
Name Type Description
value string

The name to be given to this Game Object.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 213)
Returns:

This GameObject.

Type
Phaser.GameObjects.Video

setOrigin( [x] [, y])

Sets the origin of this Game Object.

The values are given in the range 0 to 1.

Parameters:
Name Type Argument Default Description
x number <optional>
0.5

The horizontal origin value.

y number <optional>
x

The vertical origin value. If not defined it will be set to the value of x.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Origin.js (Line 108)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Video

setOriginFromFrame()

Sets the origin of this Game Object based on the Pivot values in its Frame.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Origin.js (Line 132)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Video

setPaused( [value])

Sets the paused state of the currently loaded video.

If the video is playing, calling this method with true will pause playback. If the video is paused, calling this method with false will resume playback.

If no video is loaded, this method does nothing.

Parameters:
Name Type Argument Default Description
value boolean <optional>
true

The paused value. true if the video should be paused, false to resume it.

Since: 3.20.0
Source: src/gameobjects/video/Video.js (Line 1394)
Returns:

This Video Game Object for method chaining.

Type
Phaser.GameObjects.Video

setPipeline(pipelineName)

Sets the active WebGL Pipeline of this Game Object.

Parameters:
Name Type Description
pipelineName string

The name of the pipeline to set on this Game Object.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Pipeline.js (Line 68)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Video

setPlaybackRate( [rate])

Sets the playback rate of the current video.

The value given is a double that indicates the rate at which the media is being played back.

Parameters:
Name Type Argument Description
rate number <optional>

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

Since: 3.20.0
Source: src/gameobjects/video/Video.js (Line 1488)
Returns:

This Video Game Object for method chaining.

Type
Phaser.GameObjects.Video

setPosition( [x] [, y] [, z] [, w])

Sets the position of this Game Object.

Parameters:
Name Type Argument Default Description
x number <optional>
0

The x position of this Game Object.

y number <optional>
x

The y position of this Game Object. If not set it will use the x value.

z number <optional>
0

The z position of this Game Object.

w number <optional>
0

The w position of this Game Object.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Transform.js (Line 250)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Video

setRandomPosition( [x] [, y] [, width] [, height])

Sets the position of this Game Object to be a random position within the confines of the given area.

If no area is specified a random position between 0 x 0 and the game width x height is used instead.

The position does not factor in the size of this Game Object, meaning that only the origin is guaranteed to be within the area.

Parameters:
Name Type Argument Default Description
x number <optional>
0

The x position of the top-left of the random area.

y number <optional>
0

The y position of the top-left of the random area.

width number <optional>

The width of the random area.

height number <optional>

The height of the random area.

Since: 3.8.0
Inherited From:
Source: src/gameobjects/components/Transform.js (Line 278)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Video

setRotation( [radians])

Sets the rotation of this Game Object.

Parameters:
Name Type Argument Default Description
radians number <optional>
0

The rotation of this Game Object, in radians.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Transform.js (Line 310)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Video

setScale(x [, y])

Sets the scale of this Game Object.

Parameters:
Name Type Argument Default Description
x number

The horizontal scale of this Game Object.

y number <optional>
x

The vertical scale of this Game Object. If not set it will use the x value.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Transform.js (Line 348)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Video

setScrollFactor(x [, y])

Sets the 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.

Parameters:
Name Type Argument Default Description
x number

The horizontal scroll factor of this Game Object.

y number <optional>
x

The vertical scroll factor of this Game Object. If not set it will use the x value.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/ScrollFactor.js (Line 64)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Video

setSize(width, height)

Sets the internal size of this Game Object, as used for frame or physics body creation.

This 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 call the setDisplaySize method, which is the same thing as changing the scale but allows you to do so by giving pixel values.

If you have enabled this Game Object for input, changing the size will not change the size of the hit area. To do this you should adjust the input.hitArea object directly.

Parameters:
Name Type Description
width number

The width of this Game Object.

height number

The height of this Game Object.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Size.js (Line 131)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Video

setSizeToFrame(frame)

Sets the size of this Game Object to be that of the given Frame.

This 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 call the setDisplaySize method, which is the same thing as changing the scale but allows you to do so by giving pixel values.

If you have enabled this Game Object for input, changing the size will not change the size of the hit area. To do this you should adjust the input.hitArea object directly.

Parameters:
Name Type Description
frame Phaser.Textures.Frame

The frame to base the size of this Game Object on.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Size.js (Line 103)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Video

setState(value)

Sets the current state of this Game Object.

Phaser itself will never modify the State of a Game Object, although plugins may do so.

For example, a Game Object could change from a state of 'moving', to 'attacking', to 'dead'. The state value should typically be an integer (ideally mapped to a constant in your game code), but could also be a string. It is recommended to keep it light and simple. If you need to store complex data about your Game Object, look at using the Data Component instead.

Parameters:
Name Type Description
value integer | string

The state of the Game Object.

Since: 3.16.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 231)
Returns:

This GameObject.

Type
Phaser.GameObjects.Video

setTexture(key [, frame])

Sets the texture and frame this Game Object will use to render with.

Textures are referenced by their string-based keys, as stored in the Texture Manager.

Parameters:
Name Type Argument Description
key string

The key of the texture to be used, as stored in the Texture Manager.

frame string | integer <optional>

The name or index of the frame within the Texture.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/TextureCrop.js (Line 106)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Video

setTint( [topLeft] [, topRight] [, bottomLeft] [, bottomRight])

Sets an additive tint on this Game Object.

The tint works by taking the pixel color values from the Game Objects texture, and then multiplying it by the color value of the tint. You can provide either one color value, in which case the whole Game Object will be tinted in that color. Or you can provide a color per corner. The colors are blended together across the extent of the Game Object.

To modify the tint color once set, either call this method again with new values or use the tint property to set all colors at once. Or, use the properties tintTopLeft, tintTopRight,tintBottomLeftandtintBottomRight` to set the corner color values independently.

To remove a tint call clearTint.

To swap this from being an additive tint to a fill based tint set the property tintFill to true.

Parameters:
Name Type Argument Default Description
topLeft integer <optional>
0xffffff

The tint being applied to the top-left of the Game Object. If no other values are given this value is applied evenly, tinting the whole Game Object.

topRight integer <optional>

The tint being applied to the top-right of the Game Object.

bottomLeft integer <optional>

The tint being applied to the bottom-left of the Game Object.

bottomRight integer <optional>

The tint being applied to the bottom-right of the Game Object.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Tint.js (Line 114)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Video

setTintFill( [topLeft] [, topRight] [, bottomLeft] [, bottomRight])

Sets a fill-based tint on this Game Object.

Unlike an additive tint, a fill-tint literally replaces the pixel colors from the texture with those in the tint. You can use this for effects such as making a player flash 'white' if hit by something. You can provide either one color value, in which case the whole Game Object will be rendered in that color. Or you can provide a color per corner. The colors are blended together across the extent of the Game Object.

To modify the tint color once set, either call this method again with new values or use the tint property to set all colors at once. Or, use the properties tintTopLeft, tintTopRight,tintBottomLeftandtintBottomRight` to set the corner color values independently.

To remove a tint call clearTint.

To swap this from being a fill-tint to an additive tint set the property tintFill to false.

Parameters:
Name Type Argument Default Description
topLeft integer <optional>
0xffffff

The tint being applied to the top-left of the Game Object. If not other values are given this value is applied evenly, tinting the whole Game Object.

topRight integer <optional>

The tint being applied to the top-right of the Game Object.

bottomLeft integer <optional>

The tint being applied to the bottom-left of the Game Object.

bottomRight integer <optional>

The tint being applied to the bottom-right of the Game Object.

Since: 3.11.0
Inherited From:
Source: src/gameobjects/components/Tint.js (Line 164)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Video

setVisible(value)

Sets the visibility of this Game Object.

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

Parameters:
Name Type Description
value boolean

The visible state of the Game Object.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Visible.js (Line 63)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Video

setVolume( [value])

Sets the volume of the currently playing video.

The value given is a double indicating the audio volume, from 0.0 (silent) to 1.0 (loudest).

Parameters:
Name Type Argument Default Description
value number <optional>
1

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

Since: 3.20.0
Source: src/gameobjects/video/Video.js (Line 1451)
Returns:

This Video Game Object for method chaining.

Type
Phaser.GameObjects.Video

setW( [value])

Sets the w position of this Game Object.

Parameters:
Name Type Argument Default Description
value number <optional>
0

The w position of this Game Object.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Transform.js (Line 427)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Video

setX( [value])

Sets the x position of this Game Object.

Parameters:
Name Type Argument Default Description
value number <optional>
0

The x position of this Game Object.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Transform.js (Line 370)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Video

setY( [value])

Sets the y position of this Game Object.

Parameters:
Name Type Argument Default Description
value number <optional>
0

The y position of this Game Object.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Transform.js (Line 389)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Video

setZ( [value])

Sets the z position of this Game Object.

Parameters:
Name Type Argument Default Description
value number <optional>
0

The z position of this Game Object.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Transform.js (Line 408)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Video

shutdown()

Removes all listeners.

Since: 3.0.0
Inherited From:
Source: src/events/EventEmitter.js (Line 31)

snapshot( [width] [, height])

Takes a snapshot of the current frame of the video and renders it to a CanvasTexture object, which is then returned. You can optionally resize the grab by passing a width and height.

This method returns a reference to the Video.snapshotTexture object. Calling this method multiple times will overwrite the previous snapshot with the most recent one.

Parameters:
Name Type Argument Description
width integer <optional>

The width of the resulting CanvasTexture.

height integer <optional>

The height of the resulting CanvasTexture.

Since: 3.20.0
Source: src/gameobjects/video/Video.js (Line 651)
Returns:
Type
Phaser.Textures.CanvasTexture

snapshotArea( [x] [, y] [, srcWidth] [, srcHeight] [, destWidth] [, destHeight])

Takes a snapshot of the specified area of the current frame of the video and renders it to a CanvasTexture object, which is then returned. You can optionally resize the grab by passing a different destWidth and destHeight.

This method returns a reference to the Video.snapshotTexture object. Calling this method multiple times will overwrite the previous snapshot with the most recent one.

Parameters:
Name Type Argument Default Description
x integer <optional>
0

The horizontal location of the top-left of the area to grab from.

y integer <optional>
0

The vertical location of the top-left of the area to grab from.

srcWidth integer <optional>

The width of area to grab from the video. If not given it will grab the full video dimensions.

srcHeight integer <optional>

The height of area to grab from the video. If not given it will grab the full video dimensions.

destWidth integer <optional>

The destination width of the grab, allowing you to resize it.

destHeight integer <optional>

The destination height of the grab, allowing you to resize it.

Since: 3.20.0
Source: src/gameobjects/video/Video.js (Line 674)
Returns:
Type
Phaser.Textures.CanvasTexture

stop()

Stops the video playing and clears all internal event listeners.

If you only wish to pause playback of the video, and resume it a later time, use the Video.pause method instead.

If the video hasn't finished downloading, calling this method will not abort the download. To do that you need to call destroy instead.

Since: 3.20.0
Source: src/gameobjects/video/Video.js (Line 1632)
Fires:
Returns:

This Video Game Object for method chaining.

Type
Phaser.GameObjects.Video

timeUpdateHandler()

Called when the video emits a timeUpdate event during playback.

This event is too slow and irregular to be used for actual video timing or texture updating, but we can use it to determine if a video has looped.

Since: 3.20.0
Source: src/gameobjects/video/Video.js (Line 952)
Fires:

toggleFlipX()

Toggles the horizontal flipped state of this 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.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Flip.js (Line 45)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Video

toggleFlipY()

Toggles the vertical flipped state of this Game Object.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Flip.js (Line 64)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Video

toJSON()

Returns a JSON representation of the Game Object.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 472)
Returns:

A JSON representation of the Game Object.

Type
Phaser.Types.GameObjects.JSONGameObject

update( [args])

To be overridden by custom GameObjects. Allows base objects to be used in a Pool.

Parameters:
Name Type Argument Description
args * <optional>
<repeatable>

args

Since: 3.0.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 460)

updateDisplayOrigin()

Updates the Display Origin cached values internally stored on this Game Object. You don't usually call this directly, but it is exposed for edge-cases where you may.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/components/Origin.js (Line 178)
Returns:

This Game Object instance.

Type
Phaser.GameObjects.Video

updateTexture()

Internal method that is called when enough video data has been received in order to create a texture from it. The texture is assigned to the Video.videoTexture property and given a base frame that encompases the whole video size.

Since: 3.20.0
Source: src/gameobjects/video/Video.js (Line 1047)

willRender(camera)

Compares the renderMask with the renderFlags to see if this Game Object will render or not. Also checks the Game Object against the given Cameras exclusion list.

Parameters:
Name Type Description
camera Phaser.Cameras.Scene2D.Camera

The Camera to check against this Game Object.

Since: 3.0.0
Inherited From:
Source: src/gameobjects/GameObject.js (Line 485)
Returns:

True if the Game Object should be rendered, otherwise false.

Type
boolean