When to call the onplayerstatechange function on YouTube?

When to call the onplayerstatechange function on YouTube?

The API will call the onPlayerStateChange function when the player’s state changes, which may indicate that the player is playing, paused, finished, and so forth. The function indicates that when the player state is 1 (playing), the player should play for six seconds and then call the stopVideo function to stop the video.

What does optional startseconds do on YouTube video?

In the YouTube Data API, a video resource’s id property specifies the ID. The optional startSeconds parameter accepts a float/integer. If it is specified, then the video will start from the closest keyframe to the specified time. The optional endSeconds parameter accepts a float/integer.

How does onyoutubeiframeapiready function work on YouTube?

The onYouTubeIframeAPIReady function will execute as soon as the player API code downloads. This portion of the code defines a global variable, player, which refers to the video player you are embedding, and the function then constructs the video player object. The onPlayerReady function will execute when the onReady event fires.

When to call onyoutubeframeapiready in JavaScript?

onYouTubeIframeAPIReady – The API will call this function when the page has finished downloading the JavaScript for the player API, which enables you to then use the API on your page. Thus, this function might create the player objects that you want to display when the page loads.

What do directional keys do not trigger onplayerkeystatechange?

Directional keys do not trigger OnPlayerKeyStateChange (up/down/left/right). This callback can also be called by NPC. The ID of the player that pressed or released a key. A map (bitmask) of the keys currently held – see here. A map (bitmask) of the keys held prior to the current change – see here. This callback does not handle returns.

When is the callback called in onplayer?

The callback is called when a key state changes (that is, when a key is either pressed or released) and passes the states or all keys before and after this change. This information can be used to see exactly what happened but the variables can not be used directly in the same way as parameters to other functions.

Can you detect when a player presses the fire button?

Let’s presume that you want to detect when a player presses their FIRE button, the obvious code would be: This code may even work in your testing, but it is wrong and your testing is insufficient. Try crouching and pressing fire – your code will instantly stop working. Why?

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