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https://github.com/photonstorm/phaser
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Lots of jsdocs added
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1 changed files with 292 additions and 137 deletions
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@ -45,8 +45,7 @@ var VideoRender = require('./VideoRender');
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* @param {Phaser.Scene} scene - The Scene to which this Game Object belongs. A Game Object can only belong to one Scene at a time.
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* @param {number} x - The horizontal position of this Game Object in the world.
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* @param {number} y - The vertical position of this Game Object in the world.
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* @param {string} texture - The key of the Texture this Game Object will use to render with, as stored in the Texture Manager.
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* @param {(string|integer)} [frame] - An optional frame from the Texture this Game Object is rendering with.
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* @param {string} [key] - The key of the Video this Game Object will use to render with, as stored in the Video Cache.
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*/
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var Video = new Class({
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@ -77,106 +76,173 @@ var Video = new Class({
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GameObject.call(this, scene, 'Video');
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/**
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* @property {HTMLVideoElement} video - The HTML Video Element that is added to the document.
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* A reference to the HTML Video Element this Video Game Object is playing.
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* Will be `null` until a video is loaded for playback.
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*
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* @name Phaser.GameObjects.Video#video
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* @type {?HTMLVideoElement}
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* @since 3.20.0
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*/
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this.video = null;
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/**
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* The Phaser Texture this Game Object is using to render the video to.
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* Will be `null` until a video is loaded for playback.
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*
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* @name Phaser.GameObjects.Video#videoTexture
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* @type {?Phaser.Textures.Texture}
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* @since 3.20.0
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*/
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this.videoTexture = null;
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/**
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* A reference to the TextureSource belong to the `videoTexture` Texture object.
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* Will be `null` until a video is loaded for playback.
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*
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* @name Phaser.GameObjects.Video#videoTextureSource
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* @type {?Phaser.Textures.TextureSource}
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* @since 3.20.0
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*/
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this.videoTextureSource = null;
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/**
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* A Phaser CanvasTexture instance that holds the most recent snapshot taken from the video.
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* This will only be set if `snapshot` or `snapshotArea` have been called, and will be `null` until that point.
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*
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* @name Phaser.GameObjects.Video#snapshotTexture
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* @type {?Phaser.Textures.CanvasTexture}
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* @since 3.20.0
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*/
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this.snapshotTexture = null;
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/**
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* If you have saved this video to a texture via the `saveTexture` method, this controls if the video
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* is rendered with `flipY` in WebGL or not. You often need to set this if you wish to use the video texture
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* as the input source for a shader. If you find your video is appearing upside down within a shader or
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* custom pipeline, flip this property.
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*
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* @name Phaser.GameObjects.Video#flipY
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* @type {boolean}
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* @since 3.20.0
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*/
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this.flipY = false;
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/**
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* The key used by the texture as stored in the Texture Manager.
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*
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* @name Phaser.GameObjects.Video#_key
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* @type {string}
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* @private
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* @since 3.20.0
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*/
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this._key = UUID();
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/**
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* @property {boolean} touchLocked - true if this video is currently locked awaiting a touch event. This happens on some mobile devices, such as iOS.
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* @default
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* An internal flag holding the current state of the video lock, should document interaction be required
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* before playback can begin.
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*
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* @name Phaser.GameObjects.Video#touchLocked
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* @type {boolean}
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* @since 3.20.0
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*/
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this.touchLocked = true;
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/**
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* Start playing the video when it's unlocked.
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* @property {boolean} playWhenUnlocked
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* @default
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* Should the video auto play when document interaction is required and happens?
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*
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* @name Phaser.GameObjects.Video#playWhenUnlocked
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* @type {boolean}
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* @since 3.20.0
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*/
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this.playWhenUnlocked = false;
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/**
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* @property {integer} timeout - The amount of ms allowed to elapsed before the Video.onTimeout signal is dispatched while waiting for webcam access.
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* @default
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*/
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this.timeout = 15000;
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/**
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* @property {integer} _timeOutID - setTimeout ID.
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* @private
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*/
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this._timeOutID = null;
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/**
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* @property {MediaStream} videoStream - The Video Stream data. Only set if this Video is streaming from the webcam via `startMediaStream`.
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*/
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this.videoStream = null;
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/**
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* @property {boolean} isStreaming - Is there a streaming video source? I.e. from a webcam.
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*/
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this.isStreaming = false;
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/**
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* When starting playback of a video Phaser will monitor its readyState using a setTimeout call.
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* The setTimeout happens once every `Video.retryInterval` ms. It will carry on monitoring the video
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* When starting playback of a video Phaser will monitor its `readyState` using a `setTimeout` call.
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* The `setTimeout` happens once every `Video.retryInterval` ms. It will carry on monitoring the video
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* state in this manner until the `retryLimit` is reached and then abort.
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* @property {integer} retryLimit
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* @default
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*
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* @name Phaser.GameObjects.Video#retryLimit
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* @type {integer}
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* @since 3.20.0
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*/
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this.retryLimit = 20;
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/**
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* @property {integer} retry - The current retry attempt.
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* @default
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* The current retry attempt.
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*
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* @name Phaser.GameObjects.Video#retry
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* @type {integer}
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* @since 3.20.0
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*/
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this.retry = 0;
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/**
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* @property {integer} retryInterval - The number of ms between each retry at monitoring the status of a downloading video.
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* @default
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* The number of ms between each retry while monitoring the ready state of a downloading video.
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*
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* @name Phaser.GameObjects.Video#retryInterval
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* @type {integer}
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* @since 3.20.0
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*/
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this.retryInterval = 500;
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/**
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* @property {integer} _retryID - The callback ID of the retry setTimeout.
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* The setTimeout callback ID.
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*
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* @name Phaser.GameObjects.Video#_retryID
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* @type {integer}
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* @private
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* @since 3.20.0
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*/
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this._retryID = null;
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/**
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* @property {boolean} _systemMuted - The video was muted due to a system event like losing focus, not a game code event.
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* The video was muted due to a system event, such as the game losing focus.
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*
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* @name Phaser.GameObjects.Video#_systemMuted
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* @type {boolean}
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* @private
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* @default
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* @since 3.20.0
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*/
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this._systemMuted = false;
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/**
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* @property {boolean} _codeMuted - The video was muted due to a game code event, or the Loader setting, not a system event.
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* The video was muted due to game code, not a system event.
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*
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* @name Phaser.GameObjects.Video#_codeMuted
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* @type {boolean}
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* @private
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* @default
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* @since 3.20.0
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*/
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this._codeMuted = false;
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/**
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* @property {boolean} _systemPaused - The video was paused due to a system event like losing focus, not a game code event.
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* The video was paused due to a system event, such as the game losing focus.
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*
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* @name Phaser.GameObjects.Video#_systemPaused
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* @type {boolean}
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* @private
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* @default
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* @since 3.20.0
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*/
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this._systemPaused = false;
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/**
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* @property {boolean} _codePaused - The video was paused due to a game code event, not a system event.
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* The video was paused due to game code, not a system event.
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*
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* @name Phaser.GameObjects.Video#_codePaused
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* @type {boolean}
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* @private
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* @default
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* @since 3.20.0
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*/
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this._codePaused = false;
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/**
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* The locally bound event callback handlers.
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*
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* @name Phaser.GameObjects.Video#_callbacks
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* @type {any}
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* @private
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* @since 3.20.0
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*/
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this._callbacks = {
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end: this.completeHandler.bind(this),
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play: this.playHandler.bind(this),
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@ -191,28 +257,72 @@ var Video = new Class({
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/**
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* The internal crop data object, as used by `setCrop` and passed to the `Frame.setCropUVs` method.
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*
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* @name Phaser.GameObjects.Image#_crop
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* @name Phaser.GameObjects.Video#_crop
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* @type {object}
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* @private
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* @since 3.11.0
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* @since 3.20.0
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*/
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this._crop = this.resetCropObject();
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/**
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* An object containing in and out markers for sequence playback.
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*
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* @name Phaser.GameObjects.Video#markers
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* @type {any}
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* @since 3.20.0
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*/
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this.markers = {};
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/**
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* The in marker.
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*
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* @name Phaser.GameObjects.Video#_markerIn
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* @type {integer}
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* @private
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* @since 3.20.0
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*/
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this._markerIn = -1;
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/**
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* The out marker.
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*
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* @name Phaser.GameObjects.Video#_markerOut
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* @type {integer}
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* @private
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* @since 3.20.0
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*/
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this._markerOut = Number.MAX_SAFE_INTEGER;
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/**
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* The last time the TextureSource was updated.
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*
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* @name Phaser.GameObjects.Video#_lastUpdate
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* @type {integer}
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* @private
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* @since 3.20.0
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*/
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this._lastUpdate = 0;
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/**
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* The key of the video being played from the Video cache, if any.
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*
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* @name Phaser.GameObjects.Video#_cacheKey
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* @type {string}
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* @private
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* @since 3.20.0
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*/
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this._cacheKey = '';
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/**
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* Is the video currently seeking?
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*
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* @name Phaser.GameObjects.Video#_isSeeking
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* @type {boolean}
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* @private
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* @since 3.20.0
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*/
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this._isSeeking = false;
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this.snapshotTexture = null;
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this.flipY = false;
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this.setPosition(x, y);
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this.initPipeline();
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@ -258,9 +368,14 @@ var Video = new Class({
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* If need video audio, then you'll have to factor into your game flow the fact that the video cannot start playing
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* until the user has interacted with the browser.
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*
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* @method Phaser.Video#play
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* @param {boolean} [loop=false] - Should the video loop automatically when it reaches the end? Please note that at present some browsers (i.e. Chrome) do not support *seamless* video looping.
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* @return {Phaser.Video} This Video object for method chaining.
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* @method Phaser.GameObjects.Video#play
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* @since 3.20.0
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*
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* @param {boolean} [loop=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.
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* @param {integer} [markerIn] - Optional in marker time, in seconds, for playback of a sequence of the video.
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* @param {integer} [markerOut] - Optional out marker time, in seconds, for playback of a sequence of the video.
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*
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* @return {this} This Video Game Object for method chaining.
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*/
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play: function (loop, markerIn, markerOut)
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{
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@ -300,14 +415,6 @@ var Video = new Class({
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video.loop = loop;
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// If video hasn't downloaded properly yet ...
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if (video.readyState !== 4)
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{
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this.retry = this.retryLimit;
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this._retryID = window.setTimeout(this.checkVideoProgress.bind(this), this.retryInterval);
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}
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var callbacks = this._callbacks;
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var playPromise = video.play();
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@ -320,6 +427,14 @@ var Video = new Class({
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{
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// Old-school browsers with no Promises
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video.addEventListener('playing', callbacks.play, true);
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// If video hasn't downloaded properly yet ...
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if (video.readyState < 2)
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{
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this.retry = this.retryLimit;
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this._retryID = window.setTimeout(this.checkVideoProgress.bind(this), this.retryInterval);
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}
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}
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// Set these after calling `play` or they don't fire (useful, thanks browsers)
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@ -330,6 +445,20 @@ var Video = new Class({
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return this;
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},
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/**
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* TODO
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*
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* @method Phaser.GameObjects.Video#changeSource
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* @since 3.20.0
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*
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* @param {string} key - The key of the Video this Game Object will swap to playing, as stored in the Video Cache.
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* @param {boolean} [autoplay=true] - Should the video start playing immediately, once the swap is complete?
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* @param {boolean} [loop=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.
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* @param {integer} [markerIn] - Optional in marker time, in seconds, for playback of a sequence of the video.
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* @param {integer} [markerOut] - Optional out marker time, in seconds, for playback of a sequence of the video.
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*
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* @return {this} This Video Game Object for method chaining.
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*/
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changeSource: function (key, autoplay, loop, markerIn, markerOut)
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{
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if (autoplay === undefined) { autoplay = true; }
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@ -391,7 +520,27 @@ var Video = new Class({
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return this;
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},
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// https://github.com/w3c/media-and-entertainment/issues/4
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/**
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* Adds a sequence marker to this video.
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*
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* Markers allow you to split a video up into sequences, delineated by a start and end time, given in seconds.
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*
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* You can then play back specific markers via the `playMarker` method.
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*
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* Note that marker timing is _not_ frame-perfect. You should construct your videos in such a way that you allow for
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* plenty of extra padding before and after each sequence to allow for discrepencies in browser seek and currentTime accuracy.
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*
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* See https://github.com/w3c/media-and-entertainment/issues/4 for more details about this issue.
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*
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* @method Phaser.GameObjects.Video#addMarker
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* @since 3.20.0
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*
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* @param {string} key - A unique name to give this marker.
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* @param {integer} markerIn - The time, in seconds, representing the start of this marker.
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* @param {integer} markerOut - The time, in seconds, representing the end of this marker.
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*
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* @return {this} This Video Game Object for method chaining.
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*/
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addMarker: function (key, markerIn, markerOut)
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{
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if (!isNaN(markerIn) && markerIn >= 0 && !isNaN(markerOut))
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@ -402,6 +551,25 @@ var Video = new Class({
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return this;
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},
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/**
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* Plays a pre-defined sequence in this video.
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*
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* Markers allow you to split a video up into sequences, delineated by a start and end time, given in seconds and
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* specified via the `addMarker` method.
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*
|
||||
* Note that marker timing is _not_ frame-perfect. You should construct your videos in such a way that you allow for
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* plenty of extra padding before and after each sequence to allow for discrepencies in browser seek and currentTime accuracy.
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||||
*
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||||
* See https://github.com/w3c/media-and-entertainment/issues/4 for more details about this issue.
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*
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||||
* @method Phaser.GameObjects.Video#playMarker
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* @since 3.20.0
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*
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* @param {string} key - The name of the marker sequence to play.
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||||
* @param {boolean} [loop=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.
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||||
*
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||||
* @return {this} This Video Game Object for method chaining.
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*/
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playMarker: function (key, loop)
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{
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var marker = this.markers[key];
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@ -414,6 +582,18 @@ var Video = new Class({
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return this;
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},
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/**
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* Removes a previously set marker from this video.
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*
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* If the marker is currently playing it will _not_ stop playback.
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*
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* @method Phaser.GameObjects.Video#removeMarker
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* @since 3.20.0
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*
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* @param {string} key - The name of the marker to remove.
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*
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||||
* @return {this} This Video Game Object for method chaining.
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||||
*/
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removeMarker: function (key)
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{
|
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delete this.markers[key];
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@ -421,6 +601,21 @@ var Video = new Class({
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return this;
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},
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||||
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/**
|
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* Takes a snapshot of the current frame of the video and renders it to a CanvasTexture object,
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* which is then returned. You can optionally resize the grab by passing a width and height.
|
||||
*
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||||
* This method returns a reference to the `Video.snapshotTexture` object. Calling this method
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* multiple times will overwrite the previous snapshot with the most recent one.
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||||
*
|
||||
* @method Phaser.GameObjects.Video#snapshot
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* @since 3.20.0
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||||
*
|
||||
* @param {integer} [width] - The width of the resulting CanvasTexture.
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||||
* @param {integer} [height] - The height of the resulting CanvasTexture.
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||||
*
|
||||
* @return {Phaser.Textures.CanvasTexture}
|
||||
*/
|
||||
snapshot: function (width, height)
|
||||
{
|
||||
if (width === undefined) { width = this.width; }
|
||||
|
@ -429,6 +624,25 @@ var Video = new Class({
|
|||
return this.snapshotArea(0, 0, this.width, this.height, width, height);
|
||||
},
|
||||
|
||||
/**
|
||||
* 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.
|
||||
*
|
||||
* @method Phaser.GameObjects.Video#snapshotArea
|
||||
* @since 3.20.0
|
||||
*
|
||||
* @param {integer} [x=0] - The horizontal location of the top-left of the area to grab from.
|
||||
* @param {integer} [y=0] - The vertical location of the top-left of the area to grab from.
|
||||
* @param {integer} [srcWidth] - The width of area to grab from the video. If not given it will grab the full video dimensions.
|
||||
* @param {integer} [srcHeight] - The height of area to grab from the video. If not given it will grab the full video dimensions.
|
||||
* @param {integer} [destWidth] - The destination width of the grab, allowing you to resize it.
|
||||
* @param {integer} [destHeight] - The destination height of the grab, allowing you to resize it.
|
||||
*
|
||||
* @return {Phaser.Textures.CanvasTexture}
|
||||
*/
|
||||
snapshotArea: function (x, y, srcWidth, srcHeight, destWidth, destHeight)
|
||||
{
|
||||
if (x === undefined) { x = 0; }
|
||||
|
@ -555,17 +769,17 @@ var Video = new Class({
|
|||
console.log(e);
|
||||
}, true);
|
||||
|
||||
video.addEventListener('loadstart', function (e)
|
||||
video.addEventListener('loadstart', function ()
|
||||
{
|
||||
console.log('Load Start');
|
||||
}, true);
|
||||
|
||||
video.addEventListener('loadedmetadata', function (e)
|
||||
video.addEventListener('loadedmetadata', function ()
|
||||
{
|
||||
console.log('Loaded Meta Data');
|
||||
}, true);
|
||||
|
||||
video.addEventListener('emptied', function (e)
|
||||
video.addEventListener('emptied', function ()
|
||||
{
|
||||
console.log('Load Emptied');
|
||||
}, true);
|
||||
|
@ -715,45 +929,7 @@ var Video = new Class({
|
|||
|
||||
var video = this.video;
|
||||
|
||||
if (this.isStreaming)
|
||||
{
|
||||
var videoStream = this.videoStream;
|
||||
|
||||
if (video.mozSrcObject)
|
||||
{
|
||||
video.mozSrcObject.stop();
|
||||
video.src = null;
|
||||
}
|
||||
else if (video.srcObject)
|
||||
{
|
||||
video.srcObject.stop();
|
||||
video.src = null;
|
||||
}
|
||||
else
|
||||
{
|
||||
video.src = '';
|
||||
|
||||
if (videoStream.active)
|
||||
{
|
||||
videoStream.active = false;
|
||||
}
|
||||
else if (videoStream.getTracks)
|
||||
{
|
||||
videoStream.getTracks().forEach(function (track)
|
||||
{
|
||||
track.stop();
|
||||
});
|
||||
}
|
||||
else
|
||||
{
|
||||
videoStream.stop();
|
||||
}
|
||||
}
|
||||
|
||||
this.videoStream = null;
|
||||
this.isStreaming = false;
|
||||
}
|
||||
else if (video)
|
||||
if (video)
|
||||
{
|
||||
var callbacks = this._callbacks;
|
||||
|
||||
|
@ -770,29 +946,6 @@ var Video = new Class({
|
|||
return this;
|
||||
},
|
||||
|
||||
/**
|
||||
* 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.
|
||||
*
|
||||
* @method Phaser.Video#createVideoFromBlob
|
||||
* @param {Blob} blob - The Blob containing the video data.
|
||||
* @return {Phaser.Video} This Video object for method chaining.
|
||||
*/
|
||||
createVideoFromBlob: function (blob)
|
||||
{
|
||||
var _this = this;
|
||||
|
||||
this.video = document.createElement('video');
|
||||
this.video.controls = false;
|
||||
this.video.setAttribute('autoplay', 'autoplay');
|
||||
this.video.setAttribute('playsinline', 'playsinline');
|
||||
this.video.addEventListener('loadeddata', function (event) { _this.updateTexture(event); }, true);
|
||||
this.video.src = window.URL.createObjectURL(blob);
|
||||
this.video.canplay = true;
|
||||
|
||||
return this;
|
||||
},
|
||||
|
||||
/**
|
||||
* Internal callback that monitors the download progress of a video after changing its source.
|
||||
*
|
||||
|
@ -801,10 +954,8 @@ var Video = new Class({
|
|||
*/
|
||||
checkVideoProgress: function ()
|
||||
{
|
||||
if (this.video.readyState === 4)
|
||||
if (this.video.readyState >= 2)
|
||||
{
|
||||
this._pendingChangeSource = false;
|
||||
|
||||
// We've got enough data to update the texture for playback
|
||||
this.updateTexture();
|
||||
}
|
||||
|
@ -818,7 +969,7 @@ var Video = new Class({
|
|||
}
|
||||
else
|
||||
{
|
||||
console.warn('Phaser.Video: Unable to start downloading video in time', this.isStreaming);
|
||||
console.warn('Phaser.Video: Unable to start downloading video in time');
|
||||
}
|
||||
}
|
||||
},
|
||||
|
@ -1240,12 +1391,16 @@ var Video = new Class({
|
|||
*
|
||||
* @method Phaser.Video#destroy
|
||||
*/
|
||||
destroy: function ()
|
||||
destroy: function (removeVideoElement)
|
||||
{
|
||||
if (removeVideoElement === undefined) { removeVideoElement = true; }
|
||||
|
||||
this.stop();
|
||||
|
||||
// Only if this is a custom video AND hasn't been saved as a texture?
|
||||
this.removeVideoElement();
|
||||
if (removeVideoElement)
|
||||
{
|
||||
this.removeVideoElement();
|
||||
}
|
||||
|
||||
var game = this.scene.sys.game.events;
|
||||
|
||||
|
|
Loading…
Reference in a new issue