phaser/docs/src_gameobjects_Video.js.html
2016-02-17 13:27:09 +00:00

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<div class="span12">
<div id="main">
<h1 class="page-title">Source: src/gameobjects/Video.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2015 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* 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 to
* the 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 playback
* changes (i.e. you pause the video, or seek to a new time) then this change will be seen across all Sprites simultaneously.
*
* Due to a bug in IE11 you cannot play a video texture to a Sprite in WebGL. For IE11 force Canvas mode.
*
* If you need each Sprite to be able to play a video fully independently then you will need one Video object per Sprite.
* Please understand the obvious performance implications of doing this, and the memory required to hold videos in RAM.
*
* On some mobile browsers such as iOS Safari, you cannot play a video until the user has explicitly touched the screen.
* This works in the same way as audio unlocking. Phaser will handle the touch unlocking for you, however unlike with audio
* it's worth noting that every single Video needs to be touch unlocked, not just the first one. You can use the `changeSource`
* method to try and work around this limitation, but see the method help for details.
*
* Small screen devices, especially iPod and iPhone will launch the video in its own native video player,
* outside of the Safari browser. There is no way to avoid this, it's a device imposed limitation.
*
* @class Phaser.Video
* @constructor
* @param {Phaser.Game} game - A reference to the currently running game.
* @param {string|null} [key=null] - The key of the video file in the Phaser.Cache that this Video object will play. Set to `null` or leave undefined if you wish to use a webcam as the source. See `startMediaStream` to start webcam capture.
* @param {string|null} [url=null] - If the video hasn't been loaded then you can provide a full URL to the file here (make sure to set key to null)
*/
Phaser.Video = function (game, key, url) {
if (key === undefined) { key = null; }
if (url === undefined) { url = null; }
/**
* @property {Phaser.Game} game - A reference to the currently running game.
*/
this.game = game;
/**
* @property {string} key - The key of the Video in the Cache, if stored there. Will be `null` if this Video is using the webcam instead.
* @default null
*/
this.key = key;
/**
* @property {number} width - The width of the video in pixels.
* @default
*/
this.width = 0;
/**
* @property {number} height - The height of the video in pixels.
* @default
*/
this.height = 0;
/**
* @property {number} type - The const type of this object.
* @default
*/
this.type = Phaser.VIDEO;
/**
* @property {boolean} disableTextureUpload - If true this video will never send its image data to the GPU when its dirty flag is true. This only applies in WebGL.
*/
this.disableTextureUpload = false;
/**
* @property {boolean} touchLocked - true if this video is currently locked awaiting a touch event. This happens on some mobile devices, such as iOS.
* @default
*/
this.touchLocked = false;
/**
* @property {Phaser.Signal} onPlay - This signal is dispatched when the Video starts to play. It sends 3 parameters: a reference to the Video object, if the video is set to loop or not and the playback rate.
*/
this.onPlay = new Phaser.Signal();
/**
* @property {Phaser.Signal} onChangeSource - This signal is dispatched if the Video source is changed. It sends 3 parameters: a reference to the Video object and the new width and height of the new video source.
*/
this.onChangeSource = new Phaser.Signal();
/**
* @property {Phaser.Signal} onComplete - This signal is dispatched when the Video completes playback, i.e. enters an 'ended' state. Videos set to loop will never dispatch this signal.
*/
this.onComplete = new Phaser.Signal();
/**
* @property {Phaser.Signal} onAccess - This signal is dispatched if the user allows access to their webcam.
*/
this.onAccess = new Phaser.Signal();
/**
* @property {Phaser.Signal} onError - This signal is dispatched if an error occurs either getting permission to use the webcam (for a Video Stream) or when trying to play back a video file.
*/
this.onError = new Phaser.Signal();
/**
* This signal is dispatched if when asking for permission to use the webcam no response is given within a the Video.timeout limit.
* This may be because the user has picked `Not now` in the permissions window, or there is a delay in establishing the LocalMediaStream.
* @property {Phaser.Signal} onTimeout
*/
this.onTimeout = new Phaser.Signal();
/**
* @property {integer} timeout - The amount of ms allowed to elapsed before the Video.onTimeout signal is dispatched while waiting for webcam access.
* @default
*/
this.timeout = 15000;
/**
* @property {integer} _timeOutID - setTimeout ID.
* @private
*/
this._timeOutID = null;
/**
* @property {HTMLVideoElement} video - The HTML Video Element that is added to the document.
*/
this.video = null;
/**
* @property {MediaStream} videoStream - The Video Stream data. Only set if this Video is streaming from the webcam via `startMediaStream`.
*/
this.videoStream = null;
/**
* @property {boolean} isStreaming - Is there a streaming video source? I.e. from a webcam.
*/
this.isStreaming = false;
/**
* 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.
* @property {integer} retryLimit
* @default
*/
this.retryLimit = 20;
/**
* @property {integer} retry - The current retry attempt.
* @default
*/
this.retry = 0;
/**
* @property {integer} retryInterval - The number of ms between each retry at monitoring the status of a downloading video.
* @default
*/
this.retryInterval = 500;
/**
* @property {integer} _retryID - The callback ID of the retry setTimeout.
* @private
*/
this._retryID = null;
/**
* @property {boolean} _codeMuted - Internal mute tracking var.
* @private
* @default
*/
this._codeMuted = false;
/**
* @property {boolean} _muted - Internal mute tracking var.
* @private
* @default
*/
this._muted = false;
/**
* @property {boolean} _codePaused - Internal paused tracking var.
* @private
* @default
*/
this._codePaused = false;
/**
* @property {boolean} _paused - Internal paused tracking var.
* @private
* @default
*/
this._paused = false;
/**
* @property {boolean} _pending - Internal var tracking play pending.
* @private
* @default
*/
this._pending = false;
/**
* @property {boolean} _autoplay - Internal var tracking autoplay when changing source.
* @private
* @default
*/
this._autoplay = false;
/**
* @property {function} _endCallback - The addEventListener ended function.
* @private
*/
this._endCallback = null;
/**
* @property {function} _playCallback - The addEventListener playing function.
* @private
*/
this._playCallback = null;
if (key &amp;&amp; this.game.cache.checkVideoKey(key))
{
var _video = this.game.cache.getVideo(key);
if (_video.isBlob)
{
this.createVideoFromBlob(_video.data);
}
else
{
this.video = _video.data;
}
this.width = this.video.videoWidth;
this.height = this.video.videoHeight;
}
else if (url)
{
this.createVideoFromURL(url, false);
}
/**
* @property {PIXI.BaseTexture} baseTexture - The PIXI.BaseTexture.
* @default
*/
if (this.video &amp;&amp; !url)
{
this.baseTexture = new PIXI.BaseTexture(this.video);
this.baseTexture.forceLoaded(this.width, this.height);
}
else
{
this.baseTexture = new PIXI.BaseTexture(PIXI.TextureCache['__default'].baseTexture.source);
this.baseTexture.forceLoaded(this.width, this.height);
}
/**
* @property {PIXI.Texture} texture - The PIXI.Texture.
* @default
*/
this.texture = new PIXI.Texture(this.baseTexture);
/**
* @property {Phaser.Frame} textureFrame - The Frame this video uses for rendering.
* @default
*/
this.textureFrame = new Phaser.Frame(0, 0, 0, this.width, this.height, 'video');
this.texture.setFrame(this.textureFrame);
this.texture.valid = false;
if (key !== null &amp;&amp; this.video)
{
this.texture.valid = this.video.canplay;
}
/**
* A snapshot grabbed from the video. This is initially black. Populate it by calling Video.grab().
* When called the BitmapData is updated with a grab taken from the current video playing or active video stream.
* If Phaser has been compiled without BitmapData support this property will always be `null`.
*
* @property {Phaser.BitmapData} snapshot
* @readOnly
*/
this.snapshot = null;
if (Phaser.BitmapData)
{
this.snapshot = new Phaser.BitmapData(this.game, '', this.width, this.height);
}
if (!this.game.device.cocoonJS &amp;&amp; (this.game.device.iOS || this.game.device.android) || (window['PhaserGlobal'] &amp;&amp; window['PhaserGlobal'].fakeiOSTouchLock))
{
this.setTouchLock();
}
else
{
if (_video)
{
_video.locked = false;
}
}
};
Phaser.Video.prototype = {
/**
* Connects to an external media stream for the webcam, rather than using a local one.
*
* @method Phaser.Video#connectToMediaStream
* @param {HTMLVideoElement} video - The HTML Video Element that the stream uses.
* @param {MediaStream} stream - The Video Stream data.
* @return {Phaser.Video} This Video object for method chaining.
*/
connectToMediaStream: function (video, stream) {
if (video &amp;&amp; stream)
{
this.video = video;
this.videoStream = stream;
this.isStreaming = true;
this.baseTexture.source = this.video;
this.updateTexture(null, this.video.videoWidth, this.video.videoHeight);
this.onAccess.dispatch(this);
}
return this;
},
/**
* Instead of playing a video file this method allows you to stream video data from an attached webcam.
*
* As soon as this method is called the user will be prompted by their browser to "Allow" access to the webcam.
* If they allow it the webcam feed is directed to this Video. Call `Video.play` to start the stream.
*
* If they block the webcam the onError signal will be dispatched containing the NavigatorUserMediaError
* or MediaStreamError event.
*
* You can optionally set a width and height for the stream. If set the input will be cropped to these dimensions.
* If not given then as soon as the stream has enough data the video dimensions will be changed to match the webcam device.
* You can listen for this with the onChangeSource signal.
*
* @method Phaser.Video#startMediaStream
* @param {boolean} [captureAudio=false] - Controls if audio should be captured along with video in the video stream.
* @param {integer} [width] - The width is used to create the video stream. If not provided the video width will be set to the width of the webcam input source.
* @param {integer} [height] - The height is used to create the video stream. If not provided the video height will be set to the height of the webcam input source.
* @return {Phaser.Video} This Video object for method chaining or false if the device doesn't support getUserMedia.
*/
startMediaStream: function (captureAudio, width, height) {
if (captureAudio === undefined) { captureAudio = false; }
if (width === undefined) { width = null; }
if (height === undefined) { height = null; }
if (!this.game.device.getUserMedia)
{
this.onError.dispatch(this, 'No getUserMedia');
return false;
}
if (this.videoStream !== null)
{
if (this.videoStream['active'])
{
this.videoStream.active = false;
}
else
{
this.videoStream.stop();
}
}
this.removeVideoElement();
this.video = document.createElement("video");
this.video.setAttribute('autoplay', 'autoplay');
if (width !== null)
{
this.video.width = width;
}
if (height !== null)
{
this.video.height = height;
}
// Request access to the webcam
this._timeOutID = window.setTimeout(this.getUserMediaTimeout.bind(this), this.timeout);
try {
navigator.getUserMedia(
{ "audio": captureAudio, "video": true },
this.getUserMediaSuccess.bind(this),
this.getUserMediaError.bind(this)
);
}
catch (error)
{
this.getUserMediaError(error);
}
return this;
},
/**
* @method Phaser.Video#getUserMediaTimeout
* @private
*/
getUserMediaTimeout: function () {
clearTimeout(this._timeOutID);
this.onTimeout.dispatch(this);
},
/**
* @method Phaser.Video#getUserMediaError
* @private
*/
getUserMediaError: function (event) {
clearTimeout(this._timeOutID);
this.onError.dispatch(this, event);
},
/**
* @method Phaser.Video#getUserMediaSuccess
* @private
*/
getUserMediaSuccess: function (stream) {
clearTimeout(this._timeOutID);
// Attach the stream to the video
this.videoStream = stream;
// Set the source of the video element with the stream from the camera
if (this.video.mozSrcObject !== undefined)
{
this.video.mozSrcObject = stream;
}
else
{
this.video.src = (window.URL &amp;&amp; window.URL.createObjectURL(stream)) || stream;
}
var self = this;
this.video.onloadeddata = function () {
var retry = 10;
function checkStream () {
if (retry > 0)
{
if (self.video.videoWidth > 0)
{
// Patch for Firefox bug where the height can't be read from the video
var width = self.video.videoWidth;
var height = self.video.videoHeight;
if (isNaN(self.video.videoHeight))
{
height = width / (4/3);
}
self.video.play();
self.isStreaming = true;
self.baseTexture.source = self.video;
self.updateTexture(null, width, height);
self.onAccess.dispatch(self);
}
else
{
window.setTimeout(checkStream, 500);
}
}
else
{
console.warn('Unable to connect to video stream. Webcam error?');
}
retry--;
}
checkStream();
};
},
/**
* 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: `Blob([new Uint8Array(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.addEventListener('loadeddata', function (event) { _this.updateTexture(event); }, true);
this.video.src = window.URL.createObjectURL(blob);
this.video.canplay = true;
return this;
},
/**
* Creates a new Video element from the given URL.
*
* @method Phaser.Video#createVideoFromURL
* @param {string} url - The URL of the video.
* @param {boolean} [autoplay=false] - Automatically start the video?
* @return {Phaser.Video} This Video object for method chaining.
*/
createVideoFromURL: function (url, autoplay) {
if (autoplay === undefined) { autoplay = false; }
// Invalidate the texture while we wait for the new one to load (crashes IE11 otherwise)
if (this.texture)
{
this.texture.valid = false;
}
this.video = document.createElement("video");
this.video.controls = false;
if (autoplay)
{
this.video.setAttribute('autoplay', 'autoplay');
}
this.video.src = url;
this.video.canplay = true;
this.video.load();
this.retry = this.retryLimit;
this._retryID = window.setTimeout(this.checkVideoProgress.bind(this), this.retryInterval);
this.key = url;
return this;
},
/**
* Called automatically if the video source changes and updates the internal texture dimensions.
* Then dispatches the onChangeSource signal.
*
* @method Phaser.Video#updateTexture
* @param {object} [event] - The event which triggered the texture update.
* @param {integer} [width] - The new width of the video. If undefined `video.videoWidth` is used.
* @param {integer} [height] - The new height of the video. If undefined `video.videoHeight` is used.
*/
updateTexture: function (event, width, height) {
var change = false;
if (width === undefined || width === null) { width = this.video.videoWidth; change = true; }
if (height === undefined || height === null) { height = this.video.videoHeight; }
this.width = width;
this.height = height;
if (this.baseTexture.source !== this.video)
{
this.baseTexture.source = this.video;
}
this.baseTexture.forceLoaded(width, height);
this.texture.frame.resize(width, height);
this.texture.width = width;
this.texture.height = height;
this.texture.valid = true;
if (this.snapshot)
{
this.snapshot.resize(width, height);
}
if (change &amp;&amp; this.key !== null)
{
this.onChangeSource.dispatch(this, width, height);
if (this._autoplay)
{
this.video.play();
this.onPlay.dispatch(this, this.loop, this.playbackRate);
}
}
},
/**
* Called when the video completes playback (reaches and ended state).
* Dispatches the Video.onComplete signal.
*
* @method Phaser.Video#complete
*/
complete: function () {
this.onComplete.dispatch(this);
},
/**
* Starts this video playing if it's not already doing so.
*
* @method Phaser.Video#play
* @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.
* @param {number} [playbackRate=1] - The playback rate of the video. 1 is normal speed, 2 is x2 speed, and so on. You cannot set a negative playback rate.
* @return {Phaser.Video} This Video object for method chaining.
*/
play: function (loop, playbackRate) {
if (loop === undefined) { loop = false; }
if (playbackRate === undefined) { playbackRate = 1; }
if (this.game.sound.onMute)
{
this.game.sound.onMute.add(this.setMute, this);
this.game.sound.onUnMute.add(this.unsetMute, this);
if (this.game.sound.mute)
{
this.setMute();
}
}
this.game.onPause.add(this.setPause, this);
this.game.onResume.add(this.setResume, this);
this._endCallback = this.complete.bind(this);
this.video.addEventListener('ended', this._endCallback, true);
if (loop)
{
this.video.loop = 'loop';
}
else
{
this.video.loop = '';
}
this.video.playbackRate = playbackRate;
if (this.touchLocked)
{
this._pending = true;
}
else
{
this._pending = false;
if (this.key !== null)
{
if (this.video.readyState !== 4)
{
this.retry = this.retryLimit;
this._retryID = window.setTimeout(this.checkVideoProgress.bind(this), this.retryInterval);
}
else
{
this._playCallback = this.playHandler.bind(this);
this.video.addEventListener('playing', this._playCallback, true);
}
}
this.video.play();
this.onPlay.dispatch(this, loop, playbackRate);
}
return this;
},
/**
* Called when the video starts to play. Updates the texture.
*
* @method Phaser.Video#playHandler
* @private
*/
playHandler: function () {
this.video.removeEventListener('playing', this._playCallback, true);
this.updateTexture();
},
/**
* Stops the video playing.
*
* This removes all locally set signals.
*
* If you only wish to pause playback of the video, to resume at a later time, use `Video.paused = true` instead.
* If the video hasn't finished downloading calling `Video.stop` will not abort the download. To do that you need to
* call `Video.destroy` instead.
*
* If you are using a video stream from a webcam then calling Stop will disconnect the MediaStream session and disable the webcam.
*
* @method Phaser.Video#stop
* @return {Phaser.Video} This Video object for method chaining.
*/
stop: function () {
if (this.game.sound.onMute)
{
this.game.sound.onMute.remove(this.setMute, this);
this.game.sound.onUnMute.remove(this.unsetMute, this);
}
this.game.onPause.remove(this.setPause, this);
this.game.onResume.remove(this.setResume, this);
// Stream or file?
if (this.isStreaming)
{
if (this.video.mozSrcObject)
{
this.video.mozSrcObject.stop();
this.video.src = null;
}
else
{
this.video.src = "";
if (this.videoStream['active'])
{
this.videoStream.active = false;
}
else
{
this.videoStream.stop();
}
}
this.videoStream = null;
this.isStreaming = false;
}
else
{
this.video.removeEventListener('ended', this._endCallback, true);
this.video.removeEventListener('playing', this._playCallback, true);
if (this.touchLocked)
{
this._pending = false;
}
else
{
this.video.pause();
}
}
return this;
},
/**
* Updates the given Display Objects so they use this Video as their texture.
* This will replace any texture they will currently have set.
*
* @method Phaser.Video#add
* @param {Phaser.Sprite|Phaser.Sprite[]|Phaser.Image|Phaser.Image[]} object - Either a single Sprite/Image or an Array of Sprites/Images.
* @return {Phaser.Video} This Video object for method chaining.
*/
add: function (object) {
if (Array.isArray(object))
{
for (var i = 0; i &lt; object.length; i++)
{
if (object[i]['loadTexture'])
{
object[i].loadTexture(this);
}
}
}
else
{
object.loadTexture(this);
}
return this;
},
/**
* Creates a new Phaser.Image object, assigns this Video to be its texture, adds it to the world then returns it.
*
* @method Phaser.Video#addToWorld
* @param {number} [x=0] - The x coordinate to place the Image at.
* @param {number} [y=0] - The y coordinate to place the Image at.
* @param {number} [anchorX=0] - Set the x anchor point of the Image. A value between 0 and 1, where 0 is the top-left and 1 is bottom-right.
* @param {number} [anchorY=0] - Set the y anchor point of the Image. A value between 0 and 1, where 0 is the top-left and 1 is bottom-right.
* @param {number} [scaleX=1] - The horizontal scale factor of the Image. A value of 1 means no scaling. 2 would be twice the size, and so on.
* @param {number} [scaleY=1] - The vertical scale factor of the Image. A value of 1 means no scaling. 2 would be twice the size, and so on.
* @return {Phaser.Image} The newly added Image object.
*/
addToWorld: function (x, y, anchorX, anchorY, scaleX, scaleY) {
scaleX = scaleX || 1;
scaleY = scaleY || 1;
var image = this.game.add.image(x, y, this);
image.anchor.set(anchorX, anchorY);
image.scale.set(scaleX, scaleY);
return image;
},
/**
* If the game is running in WebGL this will push the texture up to the GPU if it's dirty.
* This is called automatically if the Video is being used by a Sprite, otherwise you need to remember to call it in your render function.
* If you wish to suppress this functionality set Video.disableTextureUpload to `true`.
*
* @method Phaser.Video#render
*/
render: function () {
if (!this.disableTextureUpload &amp;&amp; this.playing)
{
this.baseTexture.dirty();
}
},
/**
* Internal handler called automatically by the Video.mute setter.
*
* @method Phaser.Video#setMute
* @private
*/
setMute: function () {
if (this._muted)
{
return;
}
this._muted = true;
this.video.muted = true;
},
/**
* Internal handler called automatically by the Video.mute setter.
*
* @method Phaser.Video#unsetMute
* @private
*/
unsetMute: function () {
if (!this._muted || this._codeMuted)
{
return;
}
this._muted = false;
this.video.muted = false;
},
/**
* Internal handler called automatically by the Video.paused setter.
*
* @method Phaser.Video#setPause
* @private
*/
setPause: function () {
if (this._paused || this.touchLocked)
{
return;
}
this._paused = true;
this.video.pause();
},
/**
* Internal handler called automatically by the Video.paused setter.
*
* @method Phaser.Video#setResume
* @private
*/
setResume: function () {
if (!this._paused || this._codePaused || this.touchLocked)
{
return;
}
this._paused = false;
if (!this.video.ended)
{
this.video.play();
}
},
/**
* 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 element is unlocked it remains
* unlocked, even if the source changes. So you can use this to your benefit to avoid forcing the user to 'touch' the video yet again.
*
* As you'd expect there are limitations. So far we've found that the videos need to be in the same encoding format and bitrate.
* This method will automatically handle a change in video dimensions, but if you try swapping to a different bitrate we've found it
* cannot render the new video on iOS (desktop browsers cope better).
*
* When the video source is changed the video file is requested over the network. Listen for the `onChangeSource` signal to know
* when the new video has downloaded enough content to be able to be played. Previous settings such as the volume and loop state
* are adopted automatically by the new video.
*
* @method Phaser.Video#changeSource
* @param {string} src - The new URL to change the video.src to.
* @param {boolean} [autoplay=true] - Should the video play automatically after the source has been updated?
* @return {Phaser.Video} This Video object for method chaining.
*/
changeSource: function (src, autoplay) {
if (autoplay === undefined) { autoplay = true; }
// Invalidate the texture while we wait for the new one to load (crashes IE11 otherwise)
this.texture.valid = false;
this.video.pause();
this.retry = this.retryLimit;
this._retryID = window.setTimeout(this.checkVideoProgress.bind(this), this.retryInterval);
this.video.src = src;
this.video.load();
this._autoplay = autoplay;
if (!autoplay)
{
this.paused = true;
}
return this;
},
/**
* Internal callback that monitors the download progress of a video after changing its source.
*
* @method Phaser.Video#checkVideoProgress
* @private
*/
checkVideoProgress: function () {
// if (this.video.readyState === 2 || this.video.readyState === 4)
if (this.video.readyState === 4)
{
// We've got enough data to update the texture for playback
this.updateTexture();
}
else
{
this.retry--;
if (this.retry > 0)
{
this._retryID = window.setTimeout(this.checkVideoProgress.bind(this), this.retryInterval);
}
else
{
console.warn('Phaser.Video: Unable to start downloading video in time', this.isStreaming);
}
}
},
/**
* Sets the Input Manager touch callback to be Video.unlock.
* Required for mobile video unlocking. Mostly just used internally.
*
* @method Phaser.Video#setTouchLock
*/
setTouchLock: function () {
this.game.input.touch.addTouchLockCallback(this.unlock, this);
this.touchLocked = true;
},
/**
* Enables the video on mobile devices, usually after the first touch.
* If the SoundManager hasn't been unlocked then this will automatically unlock that as well.
* Only one video can be pending unlock at any one time.
*
* @method Phaser.Video#unlock
*/
unlock: function () {
this.touchLocked = false;
this.video.play();
this.onPlay.dispatch(this, this.loop, this.playbackRate);
if (this.key)
{
var _video = this.game.cache.getVideo(this.key);
if (_video &amp;&amp; !_video.isBlob)
{
_video.locked = false;
}
}
return true;
},
/**
* Grabs the current frame from the Video or Video Stream and renders it to the Video.snapshot BitmapData.
*
* You can optionally set if the BitmapData should be cleared or not, the alpha and the blend mode of the draw.
*
* If you need more advanced control over the grabbing them call `Video.snapshot.copy` directly with the same parameters as BitmapData.copy.
*
* @method Phaser.Video#grab
* @param {boolean} [clear=false] - Should the BitmapData be cleared before the Video is grabbed? Unless you are using alpha or a blend mode you can usually leave this set to false.
* @param {number} [alpha=1] - The alpha that will be set on the video before drawing. A value between 0 (fully transparent) and 1, opaque.
* @param {string} [blendMode=null] - The composite blend mode that will be used when drawing. The default is no blend mode at all. This is a Canvas globalCompositeOperation value such as 'lighter' or 'xor'.
* @return {Phaser.BitmapData} A reference to the Video.snapshot BitmapData object for further method chaining.
*/
grab: function (clear, alpha, blendMode) {
if (clear === undefined) { clear = false; }
if (alpha === undefined) { alpha = 1; }
if (blendMode === undefined) { blendMode = null; }
if (this.snapshot === null)
{
console.warn('Video.grab cannot run because Phaser.BitmapData is unavailable');
return;
}
if (clear)
{
this.snapshot.cls();
}
this.snapshot.copy(this.video, 0, 0, this.width, this.height, 0, 0, this.width, this.height, 0, 0, 0, 1, 1, alpha, blendMode);
return this.snapshot;
},
/**
* Removes the Video element from the DOM by calling parentNode.removeChild on itself.
* Also removes the autoplay and src attributes and nulls the reference.
*
* @method Phaser.Video#removeVideoElement
*/
removeVideoElement: function () {
if (!this.video)
{
return;
}
if (this.video.parentNode)
{
this.video.parentNode.removeChild(this.video);
}
while (this.video.hasChildNodes())
{
this.video.removeChild(this.video.firstChild);
}
this.video.removeAttribute('autoplay');
this.video.removeAttribute('src');
this.video = null;
},
/**
* 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.
*
* @method Phaser.Video#destroy
*/
destroy: function () {
this.stop();
this.removeVideoElement();
if (this.touchLocked)
{
this.game.input.touch.removeTouchLockCallback(this.unlock, this);
}
if (this._retryID)
{
window.clearTimeout(this._retryID);
}
}
};
/**
* @name Phaser.Video#currentTime
* @property {number} currentTime - The current time of the video in seconds. If set the video will attempt to seek to that point in time.
*/
Object.defineProperty(Phaser.Video.prototype, "currentTime", {
get: function () {
return (this.video) ? this.video.currentTime : 0;
},
set: function (value) {
this.video.currentTime = value;
}
});
/**
* @name Phaser.Video#duration
* @property {number} duration - The duration of the video in seconds.
* @readOnly
*/
Object.defineProperty(Phaser.Video.prototype, "duration", {
get: function () {
return (this.video) ? this.video.duration : 0;
}
});
/**
* @name Phaser.Video#progress
* @property {number} progress - The progress of this video. This is a value between 0 and 1, where 0 is the start and 1 is the end of the video.
* @readOnly
*/
Object.defineProperty(Phaser.Video.prototype, "progress", {
get: function () {
return (this.video) ? (this.video.currentTime / this.video.duration) : 0;
}
});
/**
* @name Phaser.Video#mute
* @property {boolean} mute - Gets or sets the muted state of the Video.
*/
Object.defineProperty(Phaser.Video.prototype, "mute", {
get: function () {
return this._muted;
},
set: function (value) {
value = value || null;
if (value)
{
if (this._muted)
{
return;
}
this._codeMuted = true;
this.setMute();
}
else
{
if (!this._muted)
{
return;
}
this._codeMuted = false;
this.unsetMute();
}
}
});
/**
* Gets or sets the paused state of the Video.
* If the video is still touch locked (such as on iOS devices) this call has no effect.
*
* @name Phaser.Video#paused
* @property {boolean} paused
*/
Object.defineProperty(Phaser.Video.prototype, "paused", {
get: function () {
return this._paused;
},
set: function (value) {
value = value || null;
if (this.touchLocked)
{
return;
}
if (value)
{
if (this._paused)
{
return;
}
this._codePaused = true;
this.setPause();
}
else
{
if (!this._paused)
{
return;
}
this._codePaused = false;
this.setResume();
}
}
});
/**
* @name Phaser.Video#volume
* @property {number} volume - 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.
*/
Object.defineProperty(Phaser.Video.prototype, "volume", {
get: function () {
return (this.video) ? this.video.volume : 1;
},
set: function (value) {
if (value &lt; 0)
{
value = 0;
}
else if (value > 1)
{
value = 1;
}
if (this.video)
{
this.video.volume = value;
}
}
});
/**
* @name Phaser.Video#playbackRate
* @property {number} playbackRate - Gets or sets the playback rate of the Video. This is the speed at which the video is playing.
*/
Object.defineProperty(Phaser.Video.prototype, "playbackRate", {
get: function () {
return (this.video) ? this.video.playbackRate : 1;
},
set: function (value) {
if (this.video)
{
this.video.playbackRate = value;
}
}
});
/**
* Gets or sets if the Video is set to loop.
* Please note that at present some browsers (i.e. Chrome) do not support *seamless* video looping.
* If the video isn't yet set this will always return false.
*
* @name Phaser.Video#loop
* @property {boolean} loop
*/
Object.defineProperty(Phaser.Video.prototype, "loop", {
get: function () {
return (this.video) ? this.video.loop : false;
},
set: function (value) {
if (value &amp;&amp; this.video)
{
this.video.loop = 'loop';
}
else if (this.video)
{
this.video.loop = '';
}
}
});
/**
* @name Phaser.Video#playing
* @property {boolean} playing - True if the video is currently playing (and not paused or ended), otherwise false.
* @readOnly
*/
Object.defineProperty(Phaser.Video.prototype, "playing", {
get: function () {
return !(this.video.paused &amp;&amp; this.video.ended);
}
});
Phaser.Video.prototype.constructor = Phaser.Video;
</pre>
</article>
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Phaser Copyright © 2012-2015 Photon Storm Ltd.
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Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.2</a>
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