Video#duration

[readonly] duration : number The duration of the video in seconds. Source code: gameobjects/Video.js (Line 1187)

Video#disableTextureUpload

disableTextureUpload : boolean If true this video will never send its image data to the GPU when its dirty flag is true. This only applies in WebGL. Source code: gameobjects/Video.js (Line 75)

Video#destroy()

destroy() Destroys the Video object. This calls Video.stop and then Video.removeVideoElement.If any Sprites are using this Video as their texture it is up to you to manage those. Source code: gameobjects/Video.js (Line 1141)

Video#currentTime

currentTime : number The current time of the video in seconds. If set the video will attempt to seek to that point in time. Source code: gameobjects/Video.js (Line 1167)

Video#createVideoFromURL()

createVideoFromURL(url, autoplay) → {Phaser.Video} Creates a new Video element from the given URL. Parameters Name Type Argument Default Description url string The URL of the video. autoplay boolean <optional> false Automatically start the video? Returns Phaser.Video - This Video object for method chaining. Source code: gameobjects/Video.js (Line 530)

Video#createVideoFromBlob()

createVideoFromBlob(blob) → {Phaser.Video} Creates a new Video element from the given Blob. The Blob must contain the video data in the correct encoded format.This method is typically called by the Phaser.Loader and Phaser.Cache for you, but is exposed publicly for convenience. Parameters Name Type Description blob Blob The Blob containing the video data: Blob([new Uint8Array(data)]) Returns Phaser.Video - This Video object for method chaining. Source code: gameobjects/Video.js (Li

Video#connectToMediaStream()

connectToMediaStream(video, stream) → {Phaser.Video} Connects to an external media stream for the webcam, rather than using a local one. Parameters Name Type Description video HTMLVideoElement The HTML Video Element that the stream uses. stream MediaStream The Video Stream data. Returns Phaser.Video - This Video object for method chaining. Source code: gameobjects/Video.js (Line 311)

Video#complete()

complete() Called when the video completes playback (reaches and ended state).Dispatches the Video.onComplete signal. Source code: gameobjects/Video.js (Line 623)

Video#changeSource()

changeSource(src, autoplay) → {Phaser.Video} On some mobile browsers you cannot play a video until the user has explicitly touched the video to allow it.Phaser handles this via the setTouchLock method. However if you have 3 different videos, maybe an "Intro", "Start" and "Game Over"split into three different Video objects, then you will need the user to touch-unlock every single one of them. You can avoid this by using just one Video object and simply changing the video source. Once a Video e

Video#addToWorld()

addToWorld(x, y, anchorX, anchorY, scaleX, scaleY) → {Phaser.Image} Creates a new Phaser.Image object, assigns this Video to be its texture, adds it to the world then returns it. Parameters Name Type Argument Default Description x number <optional> 0 The x coordinate to place the Image at. y number <optional> 0 The y coordinate to place the Image at. anchorX number <optional> 0 Set the x anchor point of the Image. A value between 0 and 1, where 0 is the top-l