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Black screen with Cocoonjs Phaser 2.1.3


MaximeC
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It could any number of things, unfortunately.

 

To start: Have you tried your game using WebView mode? How about WebView+? Do those work?

 

If so, check the console. Is it reporting any errors at all? If so, where and with which functions?

 

If you are using the Launcher app, try turning off WebGL from the settings. Does that help? Does it still not work?

 

Finally, try disabling all functionality and reverting back to just the most basic creation of a Phaser.Game object. Does that work? How about when you add in states, images, or sprites? Do those work now? You might need to test things one by one to find it.

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Blank screen on mobile after upgrading to a 2.1 version seems to usually be due to not removing the hasResized event from boot.js when basing a project on the templates. Not sure if this is relevant to cocoon though. Check if you use this event then remove if you do. The api changed.

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The project works perfectly in Chrome and Firefox, mobile version or desktop. But it does not work in any of the 3 modes with CocoonJS after upgrade.

 

I don't use hasResized.

 

 

Hello, 

 

Could you please provide us with a test case to reproduce the issue? It will be really helpful in order to search for a solution. 

 

Regards. 

 

Same problem here ~ equal to the description above.

//Help Center link to Ludei

http://support.ludei.com/hc/communities/public/questions/200719089-CocoonJS-Launcher-2-1-iOS-Phaser-no-game-running-any-more-in-any-View-Option?locale=en-us

//Post:

http://www.html5gamedevs.com/topic/10193-cocoonjs-new-launcher-version-game-wont-start-no-errors-in-console/

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Hello, 

 

Could you please provide us with a test case to reproduce the issue? It will be really helpful in order to search for a solution. 

 

Regards. 

Still this code does not fire..

console shows no errors, gameStates are getting not executed :: only newest Launcher V. 2.1

 

var game = new Phaser.Game(1024,768,Phaser.CANVAS,'',{preload: preload, create: create, update: update});function preload(){    console.log("preloading");    }function create(){    console.log("creating");}function update(){}
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It themes they have something wrong with their Launcher. I have been searching for a while now and there a few more reports in  the last days that the launcher only shows a black screen. On Android and iOS, so the launcher is not useable any more until they throw an update.

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Hello, 

 

We found the root of the problem. We are currently fixing it but it will take some time, so I will try to explain how to use a provisional workaround until we can update the launcher at the stores. 

 

Phaser, by default, checks the following code:

if (document.readyState === 'complete' || document.readyState === 'interactive')    {        window.setTimeout(this.onBoot, 0);    }    else if(typeof window.cordova !== "undefined")    {        document.addEventListener('deviceready', this.onBoot, false);    }    else    {        document.addEventListener('DOMContentLoaded', this.onBoot, false);        window.addEventListener('load', this.onBoot, false);    }

Normally, the default branch for cocoonJS is the third one, but now we have included Cordova in the Launcher, so it takes the second one instead. That is why it is not working as it should, because it recognizes the window.cordova.


So, meanwhile we fix this, what you can do is to set window.cordova to null just before the var game:

window.cordova = null;var game = new Phaser.Game(....);

Sorry for the inconvenience. We will let you know when the launcher is updated. 

 

Regards. 

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Hello, 

 

We found the root of the problem. We are currently fixing it but it will take some time, so I will try to explain how to use a provisional workaround until we can update the launcher at the stores. 

 

Phaser, by default, checks the following code:

if (document.readyState === 'complete' || document.readyState === 'interactive')    {        window.setTimeout(this.onBoot, 0);    }    else if(typeof window.cordova !== "undefined")    {        document.addEventListener('deviceready', this.onBoot, false);    }    else    {        document.addEventListener('DOMContentLoaded', this.onBoot, false);        window.addEventListener('load', this.onBoot, false);    }

Normally, the default branch for cocoonJS is the third one, but now we have included Cordova in the Launcher, so it takes the second one instead. That is why it is not working as it should, because it recognizes the window.cordova.

So, meanwhile we fix this, what you can do is to set window.cordova to null just before the var game:

window.cordova = null;var game = new Phaser.Game(....);

Sorry for the inconvenience. We will let you know when the launcher is updated. 

 

Regards. 

The black screen will still appear, as ludei has posted above. there is a workaround until the issue is fixed.

The black screen will appear if you do not modify phaser.js / your code

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even with "window.cordova = null;" before the var game i get a black screen

 

 

I've response to the ludei post, please respond to this post too, 

so they can see that the problem is getting serious.

http://support.ludei.com/hc/communities/public/questions/200719089-CocoonJS-Launcher-2-1-iOS-Phaser-no-game-running-any-more-in-any-View-Option

CocoonJS is not usable since the last update.

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Tested the FPS. My game works very well at stable 50-60 fps.

Note: Phaser.2.2 enables:

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There are news with a response of Marta from CocoonJS:

cite:

 

 

Hello,

As the real problem is solved and the only problem that remains is that it takes time to upload the launcher to the store, we have decided to share a provisional link that contains the launcher for Android with the fix. 
Android: https://www.dropbox.com/s/do4iepidjc8d0am/cocoonjslauncher-beta-release.apk?dl=0
For iOS this is more complicated, because we can't provide you anything else than a custom launcher at the moment. But you can compile a custom launcher on your own for testing, so there is no point on doing it.

Hope this helps until we can update the launcher.

Regards.

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