Video#Video

new Video(game, key, url) A Video object that takes a previously loaded Video from the Phaser Cache and handles playback of it. Alternatively it takes a getUserMedia feed from an active webcam and streams the contents of that tothe Video instead (see startMediaStream method) The video can then be applied to a Sprite as a texture. If multiple Sprites share the same Video texture and playbackchanges (i.e. you pause the video, or seek to a new time) then this change will be seen across all Sprit

Video#videoStream

videoStream :MediaStream The Video Stream data. Only set if this Video is streaming from the webcam via startMediaStream. Source code: gameobjects/Video.js (Line 135)

Video#volume

volume : number Gets or sets the volume of the Video, a value between 0 and 1. The value given is clamped to the range 0 to 1. Source code: gameobjects/Video.js (Line 1305)

Video#width

width : number The width of the video in pixels. Source code: gameobjects/Video.js (Line 58)

Weapon#addBulletAnimation()

addBulletAnimation(name, frames, frameRate, loop, useNumericIndex) → {Phaser.Weapon} Adds a new animation under the given key. Optionally set the frames, frame rate and loop.The arguments are all the same as for Animation.add, and work in the same way. Weapon.bulletAnimation will be set to this animation after it's created. From that point on, allbullets fired will play using this animation. You can swap between animations by calling this methodseveral times, and then just changing the Weapon

Weapon#autoExpandBulletsGroup

autoExpandBulletsGroup : boolean Should the bullet pool run out of bullets (i.e. they are all in flight) then thisboolean controls if the Group will create a brand new bullet object or not. Source code: plugins/weapon/WeaponPlugin.js (Line 46)

Weapon#autofire

autofire : boolean Will this weapon auto fire? If set to true then a new bullet will be firedbased on the fireRate value. Source code: plugins/weapon/WeaponPlugin.js (Line 53)

Weapon#bounds

bounds : Phaser.Rectangle This Rectangle defines the bounds that are used when determining if a Bullet should be killed or not.It's used in combination with Weapon.bulletKillType when that is set to either Phaser.Weapon.KILL_WEAPON_BOUNDSor Phaser.Weapon.KILL_STATIC_BOUNDS. If you are not using either of these kill types then the bounds are ignored.If you are tracking a Sprite or Point then the bounds are centered on that object every frame. Source code: plugins/weapon/WeaponPlugin.js (Line

Weapon#bulletAngleOffset

bulletAngleOffset : number An optional angle offset applied to the Bullets when they are launched.This is useful if for example your bullet sprites have been drawn facing up, instead ofto the right, and you want to fire them at an angle. In which case you can set theangle offset to be 90 and they'll be properly rotated when fired. Source code: plugins/weapon/WeaponPlugin.js (Line 153)

Weapon#bulletAngleVariance

bulletAngleVariance : number This is a variance added to the angle of Bullets when they are fired.If you fire from an angle of 90 and have a bulletAngleVariance of 20 then the actualangle of the Bullets will be between 70 and 110 degrees. This is a quick way to add agreat 'spread' effect to a Weapon. Source code: plugins/weapon/WeaponPlugin.js (Line 162)