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Found 160 results

  1. I am re-writing this one... thought it was solved but it is not. There is an typescript mismatch between the Phaser3 ts definitions and a body of Phaser.Physics.Arcade.Body. >body< is only defined as an object. So I get typescript errors for using: onFloor(); onCeiling(); setVelocity; etc. etc. for every method which should be available. This can be found in the docs: 1. I enable physics for the sprite 2. run this in a JS file to disable ts. (tested, working, with all methods) 3. run it in ts, I get an error: That <any body method> is not available in type "object". It's not that certain line, but somewere the track of the physics body definition is broken on typescript. (updated docs, ts, phaser to newest version) /** * If this Game Object is enabled for physics then this property will contain a reference to a Physics Body. */ body: object; I don't know how to address this "bug", since it should be fixed in the live code which is automatically generated by the phaser docs repo. And I am not experienced enough in the build process of the docs. maybe someone can look after this and tell me how to. regards
  2. I don't believe ArcRotateCamera correctly uses the upVector. Instead of getting into my use case, I've setup some playground demonstrations. Playground 1: This is the default. upVector is Y+. Behavior: Move the mouse left, spins clockwise around the Y axis. Move the mouse right, spins counter clockwise. Move the mouse up, pushes the Y+ axis away from the screen, move the mouse down, pulls the Y+ axis towards the screen. This default works as expected. Playground 2: Set the upVector to Z+ Expected Behavior: Move the mouse left and right should spin around the Z axis. Move the mouse up and down should pull the Z axis towards and away from the screen. Unfortunately, that is not the actual behavior. Thanks
  3. Hello, I am getting a strange bug in chrome with the pointer lock API. When using chrome on windows 10, the mouse will randomly move to a new location as I move the mouse around. I have repeated this bug on seperate machines. Works fine on firefox. Here's a play ground: I removed the non chrome pointer lock stuff. Pointerlock code for chrome: scene.onPointerDown = function (evt) { canvas.requestPointerLock(); }; I would really appreciate any help on this! Thanks!
  4. Alenvei

    Raycast - bug or not ?

    Hello I found one bug I think. In this exampel I found this example o, new BABYLON.Color3(1, 1, 0.1)); When I tried this code, which was prepared in exampel then babylon.js stop worked. Sorry for my poor english.
  5. programmerJohn

    onInputDown shenanigans

    <html> <head> <script src="phaser.js"></script> </head> <body> <h1>Card Game</h1> <script> var config = { type: Phaser.AUTO, width: 1200, height: 1000, scene: { preload: preload, create: create, update: update } }; game = new Phaser.Game(config); var counter = 0; function preload () { this.load.image('background', 'assets/background.jpg'); this.load.image('wolf', 'assets/wolf.png') } function create () { this.add.image(600, 500, 'background'); creature =; creature.inputEnableChildren = true; wolf = creature.create(600, 500, 'wolf'); wolf.onInputDown.add(listener, this); } function listener(sprite){ console.log('click'); } function update () { } </script> </body> </html> The code above is supposed to log "click" on the console whenever the wolf image is clicked but instead I get an error after multiple hours of trying to fix it, I conceded and came to ask for help. Many thanks in advanced.
  6. Hi there, i am currently trying to export just a model from blender using the babylonJS exporter provided on git. The installation worked. In the documentation there is an export property window shown where i can check what i want to export. But i cant't find this window? If i export as babylon there is just written no properties. I tried with Blender 2.79 2.76 2.73 (64/32 bit) and Exporter Version 5.6 and 5.5 The reason for this is that i want to export without the automatic texture bake... Can anyone please help me out? Best Regards
  7. Hi! I am using Phaser CE, and here is some code: var level1 = { map:{ size:48, w:36, h:6, layout:[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1, 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2, 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2, 2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2] }, create: function(){ game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL; game.physics.startSystem(Phaser.Physics.ARCADE); game.stage.backgroundColor = "#0ff"; game.renderer.renderSession.roundPixels = true;*,*; this.background = game.add.tileSprite(0,0,,,'bg'); this.background.scale.setTo(3,3); this.ost ='music'); this.ost.loop = true;; this.tiles = []; var j = 0; for(var i = 0;i<;i++){ if([i]!=0){ switch([i]){ case 1: this.tiles[j] = game.add.sprite((*,Math.floor(i/*,'tile2'); case 2: this.tiles[j] = game.add.sprite((*,Math.floor(i/*,'tile'); } this.tiles[j].width =; this.tiles[j].height =; game.physics.arcade.enable(this.tiles[j]); this.tiles[j].body.immovable = true; j++; } } player.create();,0.4,0.4); }, update: function(){ for(var i = 0; i < this.tiles.length; i++){ game.physics.arcade.collide(player.sprite,this.tiles[i]); } this.orientationChange(); player.render(); this.background.tilePosition.y += 0.25; }, orientationChange: function(){ game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL; } } That was my player sprite colliding with a 1-D tilemap array. My problem is this -- When the player jumps, or isn't near the lower half, it looks normal(first screenshot. When it collides with the ground tiles (labeled 1 or 2) the camera acts as if I've touched the bottom of the screen, instead of showing the sprite on the tile, centered...(second screenshot) Please help! I am using Phaser from just a week, and this is a peculiar issue. There is a sample game at That map with tiles all over worked just fine but the one tiles which were set as floor (3 rows!) don't show up. They are under the screen. Why?
  8. hundo.chester

    Bug, or i don't understand well

    I have this scene, and whenever the zombie touches my debug object, it should turn velocity to 0, stop walking animation , and start attack animation, Not working (animation is stopped too): Working (but not what I want): if I turn velocity to anything but 0, i will start moving again, but i don't want this... is this a bug, or a feature? how could i stop the zombie movement, but continue the "attack" animation ?
  9. Hello! I updated new version 3.2.0-alphaC and get an error with GPUParticleSystem.isReady(). Cause of this is when scene check isReady, it call GPS.isReady() but GPS not render at the moment. Means, _updateEffect and _renderEffect attribute undefined. See console:
  10. Hi everyone, I'm running into a weird bug. I'm working on a very tiny display game (128*100) with a tiny 4x4 tilemap (with 8x8 tiles in it, I don't know if it could be the problem) and a small 16x16 sprite with some tiny bounds on it , and this is the heart of my problem. Also, I'm on a retina mac, maybe the resolution is a problem here. here is my full code: var config = { type: Phaser.CANVAS, width: 128, height: 100, zoom: 5, backgroundColor: '#2d2d2d', parent: 'phaser-example', pixelArt: true, physics: { default: 'arcade', arcade: { gravity: { y: 250 }, debug: true } }, scene: { preload: preload, create: create, update: update } }; new Phaser.Game(config); let map; let cursors; let player; let floorLayer; function preload () { this.load.spritesheet('rick-stand', 'gfx/rick_Stand.png', { frameWidth: 16, frameHeight: 16 }); this.load.image('lev1_8x8', 'levels/one/8x8.png'); this.load.tilemapTiledJSON('level1-1', 'levels/one/level1-1.json'); } function create () { cursors = this.input.keyboard.createCursorKeys(); map = this.add.tilemap('level1-1'); const smallTiles = map.addTilesetImage('lev1_8x8'); floorLayer = map.createStaticLayer('floor', smallTiles); floorLayer.setCollisionByExclusion([ -1 ]); player = this.physics.add.sprite(15, 41, 'rick-stand'); this.physics.add.collider(player, floorLayer); this.cameras.main.startFollow(player); player.setSize(8, 12, false); player.setOffset(5, 4); } function update (time, delta) { player.body.setVelocityX(0); if (cursors.left.isDown) { player.body.setVelocityX(-22); } else if (cursors.right.isDown) { player.body.setVelocityX(22); } if (( || cursors.up.isDown) && player.body.onFloor()) { player.body.setVelocityY(-100); } } nothing fancy I guess, not the setSize command, which causes a bug. Here, the width of the body of my sprite is 8 (because I want my 16x16 sprite to 'fall' into small 8px width hole) Here is the bug, the sprite "jump" backward randomly you can test that here (the game is zoomed 5x, but with no zoom, the bug is the same) If I change to player.setSize(9, 12, false); (9 instead of 8) there's no more bug (see that here Using values below 8 causes bug too... Is that a known bug? I'm not afraid to look at it closely, but I even don't know what to check first... Is that a physics problem? a tilemap problem? a Sprite problem?
  11. I was unable to transform mesh instance if the original mesh had a shader material. Is this a bug? I have created a playground example using box mesh. If you open the debug -> mesh panel, you realize there are 6 meshes, but only 5 are displayed. This is because one of the instances in the second row was not transformed properly. On the other hand, clones of meshes with shader material can be transformed properly.
  12. Alekz Force

    AnimatedSprite does not play

    I'm new to Pixi.js I did a code to make a simple 3 frame animatedSprite but it never leaves the first frame, if I do a gotoAndPlay(1) it goes to the desired frame and stops, and if I console.log the ticker it keeps on the frame as it were stopped but the playing property is true. Can't find the error anywhere. Somebody could help me out here? The code is below: var w = window.innerWidth, h = window.innerHeight, objs = {}, tex = {}, anim = {}, prop = w/16, props = { grass: [2060, 745, 16], trave: [1334, 471, 10], rede: [1309, 454, 9.8] }; var app = new PIXI.Application(w, h, {backgroundColor: 0x33aaff}); app.renderer.autoResize = true; resizeAll(); $('#div_canvas').append(app.view); objs['message'] = new PIXI.Text( "Carregando...", {fontFamily: "Arial", fontSize: 20, fill: "white"} ); objs['message'].position.set((app.screen.width/2)-(objs['message'].width/2), (app.screen.height/2)-(objs['message'].height/2)); app.stage.addChild(objs['message']); app.loader .add('css/fonts/Quantico-Regular.otf') .add('img/grass.png') .add('img/trave.png') .add('img/rede.json') .on("progress", loadProgressHandler) .load(onAssetsLoaded); function loadProgressHandler(loader, resource){ objs['message'].text = "Carregando..."+(Math.round(loader.progress*100)/100)+"%"; objs['message'].position.set((app.screen.width/2)-(objs['message'].width/2), (app.screen.height/2)-(objs['message'].height/2)); app.renderer.render(app.stage); } function onAssetsLoaded() { app.stage.removeChild(objs.message); delete objs.message; tex['grass'] = app.loader.resources["img/grass.png"].texture; tex['trave'] = app.loader.resources["img/trave.png"].texture; tex['rede'] = app.loader.resources["img/rede.json"].textures; anim['rede'] = []; for(var i=0; i<3; i++){ anim['rede'].push(tex['rede']['rede0'+i+'.png']); } console.log(anim.rede); objs['grass'] = new PIXI.Sprite(tex['grass']); objs['grass'].anchor.set(0.5, 0.0); objs['grass'].position.set(app.screen.width/2, app.screen.height/2); objs['trave'] = new PIXI.Sprite(tex['trave']); objs['trave'].anchor.set(0.5, 0.8); objs['trave'].position.set(app.screen.width/2, app.screen.height/2); objs['rede'] = new PIXI.extras.AnimatedSprite(anim.rede); objs['rede'].anchor.set(0.5, 0.8); objs['rede'].position.set(app.screen.width/2, app.screen.height/2); objs['rede'].animationSpeed = 1; objs['rede'].play(); resizeAll(); app.stage.addChild(objs['grass']); app.stage.addChild(objs['rede']); app.stage.addChild(objs['trave']); app.ticker.add(function() { console.log(objs['rede'].totalFrames, objs['rede'].currentFrame); }); } function resizeAll(){ var propW = w/16; var propH = h/9; if(propW>propH){ w = propH * 16; }else if(propW<propH){ h = propW * 9; } prop = w/16; for(var i in objs){ if(typeof props[i] !== 'undefined'){ objs[i].width = props[i][2]*prop; objs[i].height = (objs[i].width/props[i][0])*props[i][1]; } } app.renderer.resize(w, h); }
  13. As in topic. It's not critical but it's annoying
  14. Hi admin people I create this topic to point an annoying bug: a teammate tried to create an account, but can't validate it! It seems that is the security question which generate issue. I try myself to generate a test account (with strong password, with typing Chrome instead of chrome, adblocker disabled, on Firefox - my teammate is on Chrome), and couldn't validate it too.
  15. Hi everyone, I'm trying to integrate VR cameras to my project, but I encountered some problems with the VRDeviceOrientationArcRotateCamera. As you can see there : , I can't set the target of the camera on the moving sphere, and I have no idea what's going wrong with my code. If you have some ideas about how I can fix that, you are very welcome
  16. Puflo

    Physics bug

    Box2D always calls contact callback twice. Here's an example: Ship with collision category 2 (ship at left) calls contact callback once while ship with collision category 1 (default) calls it twice. I've been trying to fix this for weeks but couldn't find any solution in web, i really need you guys to help me. function create() { game.physics.startSystem(Phaser.Physics.BOX2D); game.stage.backgroundColor = '#2d2d2d'; // User-controlled ship ship1 = game.add.sprite(250, 300, 'ship'); game.physics.box2d.enable(ship1); ship1.body.setCircle(14); // Ship with collision category 2 (triggers contact callback only once, it shouldn't even trigger it) ship2 = game.add.sprite(200, 200, 'ship'); game.physics.box2d.enable(ship2); ship2.body.setCircle(14); ship2.body.setCollisionCategory(2); // Ship with collision category 1 *default, i guess* (triggers contact callback TWICE) ship3 = game.add.sprite(300, 200, 'ship'); game.physics.box2d.enable(ship3); ship3.body.setCircle(14); game.physics.box2d.setBoundsToWorld(true, true, true, true, false); ship1.body.setCategoryContactCallback(1, function(b1,b2,f1,f2,begin){ if (begin){ total += 1; hitText.text = 'Contact callback called '+total+' times'; console.log("CONTACT: ", b2) } }, this); cursors = game.input.keyboard.createCursorKeys(); game.add.text(5, 5, 'Use arrow keys to move.', { fill: '#ffffff', font: '14pt Arial' }); total = 0; hitText = game.add.text(5, 30, 'Contact callback called 0 times', { fill: '#ffffff', font: '14pt Arial' }); } function update() { if (cursors.left.isDown) { ship1.body.rotateLeft(300); } else if (cursors.right.isDown) { ship1.body.rotateRight(300); } else { ship1.body.setZeroRotation(); } if (cursors.up.isDown) { ship1.body.thrust(300); } else if (cursors.down.isDown) { ship1.body.reverse(300); } } function render() { game.debug.box2dWorld(); }
  17. Hello, i created a litle game, based on the car demo in the playground, Now i have noticed that when i click with the mouse (left, middle, right) the car bounce a litle for and then back. also when the key is released. I have created an video: Have a look on the console. I dont think this is not an problem with my game logic, more with the canvas. Like you drag & drop the frame. Has anyone an similar problem or a fix for me ? I dont know what to do.
  18. So I'm getting these weird collision glitches, where I get knocked back randomly. This only seems to happen when I set my sprite's body's width to 8, as opposed to the sprite's width of 16. I'm using Arcade physics, if that makes a difference.
  19. Zuzuk

    Editor bug with Editor camera

    When I've tried to load .babylon model to the editor, I've receive a message: "ERROR: Cannot insert node with id=EditorCamera (text: EditorCamera) because another node with the same id already exists." Then I've checked the .babylon file but haven't found any object with id "EditorCamera" office.babylon
  20. Hello, everyone. I am using an SVG file to render resolution independent textures. My device has a pixel ratio of 3, and so I set the PIXI resolution to 3 for a crisp display. My SVG texture becomes weirdly pixelated if the canvas it is rendered to is too large. This only happens when using the WebGL renderer. I have two comparison pictures: First one crisp (Canvas), second one pixelated (WebGL). The size of the texture is 1528x1528 and my screen resolution is 1920x1080.
  21. Hi There is bug when BABYLON.GUI buttons that has been created with custom viewport on camera: buttons can be clicked even if mouse is out of button playground:
  22. Can anybody explain me why pointer event (mouse and touch events) does not work in Edge browser ? It Works well with Chrome FireFox Opera! What is difference? Is there any better way to handle (mouse and touch events) in all browser same? You can try and see difference between Edge and Chrome/Fierefox/Opera in this example/game. (here I use hand.min.js) Is there any better alternative of hand.min.js ??? Is there any bug in Edge browser or BabylonJS's hand.js? Edge problem: When I release any of WSAD key it has longer delay only in Edge (Windows) Browser. Is there any batter way to handle (mouse/touch evnets) with javascript? greetings Ian
  23. Hi there, I found this issue when loading a .babylon file with the SceneLoader. After the scene loaded, I found the 'scene.textures' array gets twice length than it should be, and each texture has a duplicated/clone one stays in the array. I think the problem comes from the 'StandardMaterial.Parse' logic, see the test PG: The material json has only has 1 texture, (diffuse Texture), but the 'Texture.Parse' had been called twice, one is for 'diffuseTexture', and the other is for '_diffuseTexture', see the 'SerializationHelper.Parse' definition.
  24. Hello, Please see the PG:
  25. Hi, I've switched from BJS 3-beta to BJS-3 final and now get this error: Error status: 404 - Unable to load src/Shaders/ShadersInclude/shadowsVertexDeclaration.fx What's causing it?