Search the Community

Showing results for tags 'troubleshoot'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • HTML5 Game Coding
    • News
    • Game Showcase
    • Facebook Instant Games
    • Coding and Game Design
  • Frameworks
    • Phaser 3
    • Phaser 2
    • Pixi.js
    • Babylon.js
    • Panda 2
    • melonJS
    • Haxe JS
    • Kiwi.js
  • General
    • General Talk
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start



Website URL





Found 2 results

  1. Good afternoon, I am attempting to run the first tutorial of Phaser JS ( after you setup your local server and save the files to the web root. This is the error I am getting when trying to put the star on the black background: Uncaught DOMException: Failed to execute 'texImage2D' on 'WebGLRenderingContext': The cross-origin image at file:///C:/wamp64/www/phaser_tutorial_02/assets/star.png may not be loaded. at Object.b.createWebGLTexture (file:///C:/wamp64/www/phaser_tutorial_02/js/phaser.min.js:4:13974) at b.WebGLSpriteBatch.flush (file:///C:/wamp64/www/phaser_tutorial_02/js/phaser.min.js:4:22659) at b.WebGLSpriteBatch.render (file:///C:/wamp64/www/phaser_tutorial_02/js/phaser.min.js:4:20300) at b.Image.b.Sprite._renderWebGL (file:///C:/wamp64/www/phaser_tutorial_02/js/phaser.min.js:3:13555) at b.Stage.b.DisplayObjectContainer._renderWebGL (file:///C:/wamp64/www/phaser_tutorial_02/js/phaser.min.js:3:10848) at b.WebGLRenderer.renderDisplayObject (file:///C:/wamp64/www/phaser_tutorial_02/js/phaser.min.js:4:12898) at b.WebGLRenderer.render (file:///C:/wamp64/www/phaser_tutorial_02/js/phaser.min.js:4:12357) at b.Game.update (file:///C:/wamp64/www/phaser_tutorial_02/js/phaser.min.js:8:1288) at b.RequestAnimationFrame.updateRAF (file:///C:/wamp64/www/phaser_tutorial_02/js/phaser.min.js:11:18693) at window.requestAnimationFrame.forceSetTimeOut._onLoop (file:///C:/wamp64/www/phaser_tutorial_02/js/phaser.min.js:11:18587) Can someone help me solve this mystery. I am using Wamp and I am running the files through the localhost web server. Thank you so much for your help in advance, i am very excited to start coding games with Phaser. I have a degree in Web application development but I have yet to make a game. - Brian
  2. Hey all, just started programming with Phaser and I'm still trying to get the hang of it. I fiddled around with with the sandbox environment and then decided to switch over to Sublime for easier formatting. I had a few issues with my game in the sandbox that I couldn't figure out and was going to be my main question but now my issue is that when I test my game in Chrome/Safari it doesn't display anything. I built it procedurally so I could verify that things were working and the only thing that ever worked was displaying my score and lives counters. In sandbox I had much more working so I can't figure out what is going on. Any tips or tricks that could help me remedy this would be awesome. I've scoured my code and can't find anything wrong but I know how it goes when staring at the same code for hours on end. Forgot to add details about the game. It is a Pong like game where the player has a paddle on the left side of the screen that they can move up and down using the arrow keys. They will use this paddle to block dust particles coming from the right side of the screen from getting by. Here is my .html <!DOCTYPE HTML> <html> <head> <title>dustPong</title> <script type="text/javascript" src="js/phaser.min.js"></script> <style type="text/css"> body { margin: 0;} </style> </head> <body> <h1>dustPong</h1> <script type="text/javascript"> var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update }); function preload() { //load images game.load.image('paddle', 'images/paddle.png'); game.load.image('bg', 'images/bg.png'); game.load.image('dustParticle', 'images/dustParticle.png'); } //varibales needed for objects var cursors; var paddle; var iWall; var dustParticle; //variables for text var lives = 5; var livesText; var score = 0; var scoreText; var introText; var outroText; function create() { //Display starting lives and score text scoreText = game.add.text(680, 550, 'Score: 0', { font: "20px Arial", fill: "#ffffff", align: "left" }); livesText = game.add.text(32, 550, 'Lives: 5', { font: "20px Arial", fill: "#ffffff", align: "left" }); // Enable p2 physics game.physics.startSystem(Phaser.Physics.P2JS); // Make things a bit more bouncey game.physics.p2.defaultRestitution = 0.8; // Add a sprite paddle = game.add.sprite(100,, 'paddle', 'images/paddle.png'); paddle.anchor.setTo(0.5, 0.5); // Enable if for physics. This creates a default rectangular body. game.physics.p2.enable(paddle); // Modify a few body properties paddle.body.setZeroDamping(); paddle.body.fixedRotation = true; //player input cursors = game.input.keyboard.createCursorKeys(); //Invisible hitbox for dustParticle to collide with iWall = game.add.sprite(1, 200, 'iWall'); = 'iWall'; game.physics.enable(iWall, Phaser.Physics.ARCADE); iWall.body.setSize(1, 600, 1, -200); iWall.body.immovable = true; //create dustParticle, give it random velocity and starting location dustParticle = game.add.sprite(700, Math.floor(Math.random() * (600)), 'dustParticle'); = 'dustParticle'; game.physics.enable(dustParticle, Phaser.Physics.ARCADE); dustParticle.body.velocity.setTo(Math.floor(Math.random() * (300)+50)*-1,Math.floor(Math.random() * (300)+50)*-1); dustParticle.body.collideWorldBounds = true; dustParticle.body.bounce.set(1); } function update() { //set paddle velocity to zero, only moves with player input paddle.body.setZeroVelocity(); //user controls up/down arrow keys and paddle speed if (cursors.up.isDown) { paddle.body.moveUp(400); } else if (cursors.down.isDown) { paddle.body.moveDown(400); } //collision detection for paddle and iWall game.physics.arcade.collide(paddle, dustParticle, dustpaddleCollision, null, this); game.physics.arcade.collide(iWall, dustParticle, dustiWallCollision, null, this); } //collision call with paddle function dustpaddleCollision (obj1, obj2) { //destroy dustParticle instance dustParticle.kill(); //increment score and display new score score += 10; scoreText.text ='Score: ' + score; } //collision call with iWall function dustiWallCollision (obj1, obj2) { //decrease lives, disply new lives, destroy dustParticle instance lives--; livesText.text = 'Lives: ' + lives; dustParticle.kill(); //when lives = 0, gameover otherwise create new instance of dustParticle if (lives === 0) { gameOver(); } else { dustParticle.reset(700, Math.floor(Math.random() * (600))); dustParticle.body.velocity.setTo(Math.floor(Math.random() * (300)+50)*-1,Math.floor(Math.random() * (300)+50)*-1); } } //gameOver call, displays 'Game over' to user function gameOver () { introText.text = 'Game Over!'; introText.visible = true; } </script> </body> </html>