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Found 84 results

  1. Hi, Got error on android device when createInstance is used ,PG. Device: Galaxy Tab 3 WebGl: renderer:"PowerVR SGX 544MP2", vendor:"Imagination Technologies", version:"WebGL 1.0 (OpenGL ES 2.0 Chromium)" Android: 4.4.2 Error: Uncaught TypeError: this._gl.vertexAttribDivisor is not a function at n._bindVertexBuffersAttributes (babylon.js:5) at n.recordVertexArrayObject (babylon.js:5) at t._bind (babylon.js:15) at r._renderWithInstances (babylon.js:12) at r._processRendering (babylon.js:12) at r.render (babylon.js:12) at t.render (babylon.js:13) at t.renderUnsorted (babylon.js:9) at t.render (babylon.js:9) at t.render (babylon.js:8) [.Offscreen-For-WebGL-0x6f7cfc20]GL ERROR :GL_INVALID_ENUM : GetIntegerv: <- error from previous GL command [.Offscreen-For-WebGL-0x6c2ab010]GL ERROR :GL_INVALID_ENUM : GLES2DecoderImpl::ClearWorkaround: <- error from previous GL command
  2. Hi, Got error on android device with hdr material (updated using babylonjs extension, size 128). Device: Galaxy Tab 3 WebGl: renderer:"PowerVR SGX 544MP2", vendor:"Imagination Technologies", version:"WebGL 1.0 (OpenGL ES 2.0 Chromium)" Android: 4.4.2 Error: [.Offscreen-For-WebGL-0x714d4da0]GL ERROR :GL_INVALID_ENUM : GetIntegerv: <- error from previous GL command [.Offscreen-For-WebGL-0x714d4da0]GL ERROR :GL_INVALID_ENUM : glTexImage2D: <- error from previous GL command [.Offscreen-For-WebGL-0x714d4da0]GL ERROR :GL_OUT_OF_MEMORY : GetShaderiv: <- error from previous GL command [.Offscreen-For-WebGL-0x714d4da0]GL ERROR :GL_OUT_OF_MEMORY : glFramebufferTexture2DMultisample: <- error from previous GL command Unable to compile effect: Attributes: position, normal, uv Vertex shader: default Fragment shader: default Trying next fallback. Unable to compile effect: Attributes: position, normal, uv Vertex shader: default Fragment shader: default WebGL: CONTEXT_LOST_WEBGL: loseContext: context lost Unable to compile effect: Attributes: position, normal, uv, uv2 Vertex shader: pbr Fragment shader: pbr Error: Failed to execute 'shaderSource' on 'WebGLRenderingContext': parameter 1 is not of type 'WebGLShader'. Cannot set property 'isCube' of null There are more error logs as all shaders are logged, if more info is needed I can attach something more
  3. Hi guys I'm beginner on framework phaser and I have problem with musics of play. According to the printscreen below.
  4. Hi all, have continued working on my little game prototype. Nothing much there atm except an animated background (a few clouds moving, and a Spine based animated cactus). Ive just started dropping in some sprites for the HUD but getting an error from Interaction manager as soon as myButton.interactive=true and myButton.buttonMode = true are set. Cannot read property 'pointerType' of undefined at Interactionmanager.processPointerMove Any clues? Using 4.52 Production (non-min)
  5. Downloading MelonJS (mini) throws up error 800A0404. The case is similair with other versions. I've looked everywhere for a solution but can't find one! am i the first person to have this issue? How do i solve it? please?
  6. Hello everyone, I am trying to export a scene as a babylonjs file; and I keep getting this error: ERROR: self.backFaceCulling &= material.game_settings.use_backface_culling ERROR: 'NoneType' object has no attribute 'game_settings'. I have unchecked culling for the mesh but it still shows the error. How would you go about this? Thank you for your time.
  7. When I try to download Phaser.io's Javascript file, I get this error. I am running windows 7, and am trying to download this for a school project. Any light shed on this would be welcome.
  8. Hello all, I am using BitmapFontTexture for creating text messages, in browser chrome and opera all works fine, but in firefox I got white screen and error message: I tried to finding something in internet but still don't solved this problem. Thank.
  9. Hi, in my platform game I want to load map from Tiled. Everything was working fine, with this example: function preload() { game.load.tilemap('level1', 'assets/level8.json', null, Phaser.Tilemap.TILED_JSON); game.load.image('tiles-1', 'assets/tiles-1.png'); } function create() { //MAP SETTINGS map = game.add.tilemap('level1'); map.addTilesetImage('tiles-1'); map.setCollisionByExclusion([ 13, 14, 15, 16, 46, 47, 48, 49, 50, 51 ]); layer = map.createLayer('Tile Layer 1'); layer.resizeWorld(); } It worked perfectly, but when I just edited tilesheet and used them in Tiled (identical tiles but grey instead brown), the game cannot load. The error from the console: Failed to load resource: the server responded with a status of 404 (Not Found) and Uncaught TypeError: Failed to execute 'drawImage' on 'CanvasRenderingContext2D': The provided value is not of type '(CSSImageValue or HTMLImageElement or HTMLVideoElement or HTMLCanvasElement or ImageBitmap or OffscreenCanvas)' at c.Tileset.draw (phaser.min.js:27) at c.TilemapLayer.renderRegion (phaser.min.js:26) at c.TilemapLayer.renderFull (phaser.min.js:26) at c.TilemapLayer.render (phaser.min.js:26) at c.TilemapLayer._renderCanvas (phaser.min.js:26) at c.World.d.DisplayObjectContainer._renderCanvas (phaser.min.js:7) at c.Stage.d.DisplayObjectContainer._renderCanvas (phaser.min.js:7) at d.CanvasRenderer.renderDisplayObject (phaser.min.js:9) at d.CanvasRenderer.render (phaser.min.js:9) at c.Game.updateRender (phaser.min.js:11)
  10. There's some mistakes in the documentation for PIXI.BaseRenderTexture. The first example at the top of the page ends with this line: "baseRenderTexture.render(sprite);" But PIXI.BaseRenderTexture doesn't have the method "render" so the example doesn't work. It should use the renderer.render method, like the second example. Also, at the end of the second example there's a comment that says "Renders to center of RenderTexture", but really it renders the sprite to the top left of the RenderTexture, since the sprite's transform is reset before rendering. It's the first example that renders the sprite to the center of the RenderTexture. This mistake shows up again in the documentation for PIXI.RenderTexture. And another mistake in BaseRenderTexture's documentation is in the first example, the constructor is called like this: "PIXI.BaseRenderTexture(renderer, 800, 600)". But renderer isn't a parameter of the constructor so this example doubly doesn't work. All in all a bit confusing, and I wouldn't want anyone else going in circles with this, so hopefully the documentation can get fixed. EDIT: *Yawn* hopefully this makes sense, I'm pretty tired but wanted to write this up before I go to bed and forget about it
  11. Hey folks, I get the error message when using the godrays and looking into them in a certain angle. I didn't manage to create it in a playground yet, but here is the current online version: http://p215008.mittwaldserver.info/space/ If you look in the direction of the sun and lower the camera angle the skybox disappears and I get that error. Any idea whats wrong here or how I could debug that? I attached pictures of how it should look like and how it actually looks like.
  12. Hi all, i'm facing with this problem on some chrome browser (updated), can some one suggest where i must check the error? I use typescript with webpack. Can some one tell me how to figure out this error? The code work well also in internet explorer!!! The problem is only on chrome windows. This is my webpack configuration: var path = require('path'); var webpack = require('webpack'); var phaserModule = path.join(__dirname, '/node_modules/phaser/'); var phaser = path.join(phaserModule, 'build/custom/phaser-split.js'), pixi = path.join(phaserModule, 'build/custom/pixi.js'), p2 = path.join(phaserModule, 'build/custom/p2.js'); const { CheckerPlugin } = require('awesome-typescript-loader') var definePlugin = new webpack.DefinePlugin({ __DEV__: JSON.stringify(JSON.parse(process.env.BUILD_DEV || 'true')) }) module.exports = { entry: { app: [ //'babel-polyfill', path.resolve(__dirname, 'app/index.ts') ], vendor: ['pixi', 'p2', 'phaser'] }, watch: true, devtool: 'cheap-source-map', output: { pathinfo: true, path: path.resolve(__dirname, 'dist'), publicPath: './dist/', filename: '[name].js' }, module: { rules: [{ test: /\.ts(x?)$/, exclude: /node_modules/, loader: "awesome-typescript-loader" //loader: "babel-loader?presets[]=es2015!awesome-typescript-loader" }, { test: /\.css$/, loader: 'css-loader' }, { test: /pixi\.js/, use: ['expose-loader?PIXI'] }, { test: /phaser-split\.js$/, use: ['expose-loader?phaser'] }, { test: /p2\.js/, use: ['expose-loader?p2'] } ] }, plugins: [ new CheckerPlugin(), new webpack.optimize.CommonsChunkPlugin({ name: 'vendor', filename: 'vendor.bundle.js', minChunks: Infinity }), ], resolve: { alias: { 'phaser': phaser, 'pixi': pixi, 'p2': p2 }, extensions: [".tsx", ".ts", ".js", ".jsx"] } };
  13. I need help. I was following a tutorial online for the Phaser States, and I did everything right (I think), but obviously, I've made some changes myself to fit to what I kind of want. Here is the code: var loadState = { preload: function() { // Load the BG Images (Before so we can have an awesome looking loading screen) game.load.image('redPlanet', '././assets/images/redplanet.png'); game.load.image('spaceBG', '././assets/images/spaceBG.png'); // Preload the one character we need to look awesome! game.load.image('scavenger', '././assets/images/Scavenger.png'); // Add the loading label and the character, so the player doesn't think the game crashed. var background = game.add.sprite(0, 0, 'spaceBG'); background.scale.setTo(0.6); var character = game.add.sprite(80, 150, 'scavenger'); var loadingLabel = game.add.text(0, 0, 'Loading...', {font: '30px Courier', fill: '#fff'}); loadingLabel.alignTo(character, Phaser.RIGHT_CENTER, 16); // Load the Planet Images game.load.image('planet1', '././assets/images/Planet1.png'); game.load.image('planet2', '././assets/images/Planet2.png'); game.load.image('planet3', '././assets/images/Planet3.png'); game.load.image('planet4', '././assets/images/Planet4.png'); game.load.image('planet5', '././assets/images/Planet5.png'); game.load.image('planet6', '././assets/images/Planet6.png'); game.load.image('planet7', '././assets/images/Planet7.png'); game.load.image('planet8', '././assets/images/Planet8.png'); game.load.image('planet9', '././assets/images/Planet9.png'); game.load.image('planet10', '././assets/images/Planet10.png'); game.load.image('planet11', '././assets/images/Planet11.png'); game.load.image('planet12', '././assets/images/Planet12.png'); game.load.image('planet13', '././assets/images/Planet13.png'); game.load.image('planet14', '././assets/images/Planet14.png'); // Load the pause button game.load.image('pauseButton', '././assets/images/pauseButton.png'); } create: function() { game.state.start('menu'); } } And that is not all. Every single one of my state files has an error that says: Expected '}' to match '{' from line 1 and instead saw 'create'. Missing Semi-Colon. Unrecoverable Syntax Error (93% Scanned) Please help me, as this was going to be the way I made my game because I really like how organized states are!
  14. Alright. I'll cut to the chase. I'm making a simple game about abducting people, and I want the victims to run from the player or "flying saucer". This is what I have setup in the update function (I'm pretty sure the rest is irrelevant, but tell me if you need more): this.win.angle = game.physics.arcade.angleToXY(this.win, -(this.player.x), -(this.player.y)); this.win.velocity = game.physics.arcade.velocityFromAngle(this.win.angle, 145, this.win.body.velocity); game.world.wrap(this.win, 0, false); Now here is the error after getting to the "play" state (Oh and by the way, the game is based off of the state tutorial for phaser, except with a lot of edits and a lose.js file.): Uncaught TypeError: d.setTo is not a function at c.Physics.Arcade.velocityFromAngle (phaser.min.js:23) at Object.update (play.js:94) at c.StateManager.update (phaser.min.js:10) at c.Game.updateLogic (phaser.min.js:12) at c.Game.update (phaser.min.js:12) at c.RequestAnimationFrame.updateRAF (phaser.min.js:18) at window.requestAnimationFrame.forceSetTimeOut._onLoop (phaser.min.js:18) Please help!
  15. I'm using the latest bjs alpha, a few old errors disappeared (fixed I guess), and new ones appeared. These are internal bjs errors that are not related to my code as far as I can tell. 1) I don't know what this is related to. 2) This error is logged for each .babylon file I'm loading. Why am I getting an XML parsing error on a .babylon file written in JSON format?
  16. I would like to know if is possible to disable the multi texture batching in a PIXI V4 game. Recently i jus update my game PIXI lib from version 3 to 4.2. I`m using cocoon Canvas + . It seems perfect on iOS and android version greater than 5. In a old phone the texture batching is messing with the textures. Please. Is possible to disable it. I already tried PIXI["settings"].SPRITE_MAX_TEXTURES = 1; PIXI["settings"].SPRITE_BATCH_SIZE = 1024; without success
  17. Hi folks, I get this error: Uncaught TypeError: Cannot read property ‘neighbors’ of undefined I read around and I think is something relative to constraint. I have two sprite with a constraint and I need to destroy all when I press a button. Maybe that's the problem! Someone who could help me?!
  18. Hello I started playing with phaser, some time ago. But now i wanted to try something new, something like Websocket + phaser. And i stuck :/ So, i want to make multiplayer "Game" but i stuck, i cannot happen that game will be still working in background. It should be working that i m logging at 1st tab and sprite is apearing, than i m logging at 2nd tab and on first another sprite is apearing but on different position. So at the end, at the 1st tab will be 3 sprites, or more, depends how many tabs you will open. Sry for my bad engladno :/ I hope you understood something. My code: Client: var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update }); var player; var cursors; function preload() { game.load.image('med1','client/assets/Unit/medievalUnit_01.png'); } function create() { game.stage.disableVisibilityChange = true; game.physics.startSystem(Phaser.Physics.ARCADE); cursors = game.input.keyboard.createCursorKeys(); game.input.mouse.capture = true; ws.send('NewPlayerJoined',nick); player = game.add.sprite(0,0,'med1'); player.nickname = nick; game.physics.enable(player, Phaser.Physics.ARCADE); ws.onmessage = function(data){ game.add.sprite(Math.floor((Math.random() * 100) + 1),Math.floor((Math.random() * 200) + 1),'med1'); console.log("NewPpl"); }; } function update() { if (cursors.left.isDown) { player.body.velocity.x = -100; }else if (cursors.right.isDown) { player.body.velocity.x = 100; }else{ player.body.velocity.x = 0; } if (cursors.up.isDown) { player.body.velocity.y = -100; }else if (cursors.down.isDown) { player.body.velocity.y = +100; }else{ player.body.velocity.y = 0; } } SERVER: const express = require('express'); const http = require('http'); const url = require('url'); const WebSocket = require('ws'); const app = express(); var players = {}; __dirname = 'E:/WebstormProjects/TestWorkingServer'; app.get('/',function(req, res) { res.sendFile(__dirname + '/client/index.html'); }); app.use('/client',express.static(__dirname + '/client')); const server = http.createServer(app); const wss = new WebSocket.Server({ server }); wss.on('connection', function connection(ws) { console.log("New Connection"); ws.on("message",function incoming(data) { ws.send("sumf"); }); }); server.listen(2000, function listening() { console.log('Listening on %d', server.address().port); });
  19. hi, I tried to create instances of meshes, basically cloned my loaded meshes and then create instances of that clones, but run into issue. some instances created fine but others throws in console "[.CommandBufferContext.Offscreen-MainThread-0x12d4118a0a00]GL ERROR :GL_INVALID_OPERATION : glDrawElementsInstancedANGLE: attempt to access out of range vertices in attribute 2" during render. I also created small demo http://www.babylonjs-playground.com/#1NAQZD#8 . looks like this errors occurs only when some of the instances out of screen, maybe I forget something or this approach can't be used, but didn't found in docs any restrictions about using clones and instances. so what is the right approach to solve this? using Chrome Version 51.0.2704.103 (64-bit)
  20. Hi all, I want to ask that is there any way to operate the loading file. what I want to do is when the file loading or waiting for the response more than 5 sec, I will stop this loading process and start a new loading from another url. I tried to customize the addToFileList function in the loader to replace the file in the Loader._fileList. but it seems the xhr loading request is still on-going. So, I wonder that can I just mark this loading as error to trigger the onError event in the loader, and stop the xhr request for this file. thx
  21. Hello, We are making a game with Phaser and works perfect in all the browsers except in Safari (iPad). It's pretty strange becouse the game seems to be running becouse we can hear the music, but the canvas is not displayed... Few seconds later the game is destroyed... We can't use the remote debugging becouse we don't have any Mac to conect the IPad... (Phaser Version: 2.6.2 / IOS version: 9.3.2) Please help!! Thank you
  22. Hi guys, I was trying to make a group of objects and got the following error: phaser.js:45776 Uncaught TypeError: Cannot read property 'length' of undefined Everything seems to be fine, anyone has a clue why this might be happening? FYI: I'm using Phaser 2.5.0 Thank you for your help.
  23. For a start I would like say hello and give my appreciation to the whole of html5gamedev's amazing and helpful community. I've been lurking here for a while and while you might not have known it, this community has already saved my tons of hours =] . Now to my problem. I litterly JUST started with Phaser and while following ( what I could only imagine to be ) the introductory tutorial , I ran into my very first problem: Right now I am simple trying to load a basic bg image as follows: var game = new Phaser.Game(800, 600, Phaser.AUTO, '', {preload: preload, create:create, update:update}); function preload(){ game.load.images('bg', 'assets/levels/Stage_One_Base.png'); } function create(){} function update(){ } other then that my whole index consist of only including the Phaser framework and this script file. the error I am getting is as follows : Phaser v2.6.2 | Pixi.js | WebGL | WebAudio http://phaser.io ♥♥♥ GET http://localhost/workspace/phaserGame/b.png 404 (Not Found) GET http://localhost/workspace/phaserGame/g.png 404 (Not Found) phaser.js:74259 Phaser.Loader - image[b]: error loading asset from URL b.png phaser.js:74259 Phaser.Loader - image[g]: error loading asset from URL g.png This does not make any sense to me. Firstly why is it giving me error about 2 assets, while I am only loading 1. Secondly after a quick google search, for what I have seen usually Phaser's error should contain the proper URL + filename of the img, but this b.png and g.png doesnt make any sense to me ? Am I missing something obvious ? I verifyed the path to the img by typing the full path in the URL ( localhost/workspace/phaserGame/assets/levels/Stage_One_Base.png ) and it loads and displays just fine. Additional info: If this is gonna help, I am running linux mint with xampp as a webserver, installed phaser locally using npm. The image I am trying to load would be used as a background and such is a little big ( 1524x269 ) when I open my webpage all I get is a black screen + the errors, while at the start I was getting the little square ( which while searching google, I found out , that it usually means that my image key-index is correct but phaser can't find the cached image to use ). I am testing it on chromium. And thanks in advance for all of your help =] . P.M. Maybe I should change the title of the post to something more useful/descriptive, any suggestions ?
  24. Hi. I've made a game with Construct 2 and i test it on my own browsers (chrome & firefox / desktop & android) and that was OK and without any bugs and errors. Then 3 days ago i sent an email to Famobi company for sponsorship of my game and they replied me my game have error 502.This is their email text : " Hi AliNj, thanks for your submission but I only get a black screen in Chrome/desktop (latest version). Console error messages Failed to load resource: the server responded with a status of 502 () VM63:100 Uncaught ReferenceError: cr_createRuntime is not defined VM63:1 Application Cache Progress event (1 of 148) https://b939b843fb7f864c1cc807a1d79f18a43b271bc4.googledrive.com/host/0B7yjPsc8ErS8a1hRVjNvdl9NVjQ/images/canon_m-sheet0.png VM63:1 Application Cache Progress event (2 of 148) https://b939b843fb7f864c1cc807a1d79f18a43b271bc4.googledrive.com/host/0B7yjPsc8ErS8a1hRVjNvdl9NVjQ/media/bullet.ogg VM63:1 Application Cache Error event: Resource fetch failed (502) https://b939b843fb7f864c1cc807a1d79f18a43b271bc4.googledrive.com/host/0B7yjPsc8ErS8a1hRVjNvdl9NVjQ/media/bullet.ogg undefined:1 Uncaught (in promise) DOMException: Failed to register a ServiceWorker: A bad HTTP response code (502) was received when fetching the script. VM63:93 Uncaught ReferenceError: cr_sizeCanvas is not defined Cheers, Maren " this is the link of my game i uploaded on google drive : Stupid Microbes Can you test my game and send what did you see ? Thanks a lot
  25. Hi everyone ! I beginning Phaser and javascript today, and something wrong was happened. I have this error : main.js:1 Uncaught ReferenceError: phaser is not defined. But I have already import phaser.js (wich contain the Phaser variable) in my index.html, look at my code ! index.html <!DOCTYPE html> <html> <head> <meta charset ="utf-8" /> <title>My first game</title> <script src="js\phaser.js"></script> <style> body{ background: black; } </style> </head> <body> <script src = "js/main.js"></script> </body> </html> main.js var game = new phaser.Game(640,360, Phaser.AUTO); var GameState = { preload : function(){ }, create : function(){ }, update : function(){ }, };