HzDev Posted October 15, 2016 Share Posted October 15, 2016 (edited) Hi!, I'm new to Phaser, I just started a day ago and it looked pretty interesting, But lately I've been having some problems with certain sprites that will break the game if I try to add them as an animation (will go into a black screen as soon as starting), and if i try to stop all animations and start the game with no animations, trying to see the sprite at least frozen, the game will just show any other sprite on the list avoiding the 'broken' sprite. I'm using a JsonHash from TexturePacker (the trial version) "walk/07": { "frame": {"x":113,"y":2,"w":38,"h":48}, "rotated": false, "trimmed": false, "spriteSourceSize": {"x":0,"y":0,"w":38,"h":48}, "sourceSize": {"w":38,"h":48} }, "walk/08": { "frame": {"x":112,"y":110,"w":39,"h":46}, "rotated": false, "trimmed": false, "spriteSourceSize": {"x":0,"y":0,"w":39,"h":46}, "sourceSize": {"w":39,"h":46} }, "batk/01": { "frame": {"x":2,"y":54,"w":39,"h":52}, "rotated": false, "trimmed": false, "spriteSourceSize": {"x":0,"y":0,"w":39,"h":52}, "sourceSize": {"w":39,"h":52} }, "batk/02": { "frame": {"x":43,"y":165,"w":33,"h":51}, "rotated": false, "trimmed": false, "spriteSourceSize": {"x":0,"y":0,"w":33,"h":51}, "sourceSize": {"w":33,"h":51} }, "batk/03": { "frame": {"x":2,"y":2,"w":64,"h":49}, "rotated": false, "trimmed": false, "spriteSourceSize": {"x":0,"y":0,"w":64,"h":49}, "sourceSize": {"w":64,"h":49} }, "batk/04": { "frame": {"x":69,"y":2,"w":41,"h":49}, "rotated": false, "trimmed": false, "spriteSourceSize": {"x":0,"y":0,"w":41,"h":49}, "sourceSize": {"w":41,"h":49} }, "batk/05": { "frame": {"x":77,"y":110,"w":32,"h":52}, "rotated": false, "trimmed": false, "spriteSourceSize": {"x":0,"y":0,"w":32,"h":52}, "sourceSize": {"w":32,"h":52} }, Here's part of the Json, the sprites that wont work are the "batk/**". And the meta "meta": { "app": "http://www.codeandweb.com/texturepacker", "version": "1.0", "image": "Kenshin.png", "format": "RGBA8888", "size": {"w":237,"h":218}, "scale": "1", "smartupdate": "$TexturePacker:SmartUpdate:5c2cc8f899f401916073813f8a57c05c:859f44caf8d84d1347ca0147886ae398:b98d3e23e0675afb80a9fc68a5d2d511$" } I remade the Json and the png and still the same sprites won't work. KenshinChar = game.add.sprite(36, game.world.height - 120, 'Kenshin', 'batk/03'); Tried to start the game with a bg and basically just one of the sprites, without animation and it avoided the sprite showing the first sprite of the Json. Here's the whole png. and these are the ones that won't work. I'm just trying the framework so I borrowed some sprites from a certain ds game. I have absolutely no idea what's happening, sorry if it's something dumb I'm missing. Edited October 15, 2016 by HzDev order Link to comment Share on other sites More sharing options...
3ddy Posted October 17, 2016 Share Posted October 17, 2016 You should probably show some more game code. I understand that you don't get any console errors? Link to comment Share on other sites More sharing options...
HzDev Posted October 17, 2016 Author Share Posted October 17, 2016 Well, what do you want me to show you? Here's the preload function preload() { game.load.image('sky', 'assets/sky.png'); game.load.image('ground', 'assets/platform.png'); game.load.atlasJSONHash('Kenshin', 'assets/Kenshin.png', 'assets/Kenshin.json'); } and here's the creation of the sprite and add the animations. KenshinChar = game.add.sprite(36, game.world.height - 120, 'Kenshin', 'walk/09'); game.physics.arcade.enable(KenshinChar); KenshinChar.body.gravity.y = 500; KenshinChar.body.collideWorldBounds = true; KenshinChar.anchor.setTo(0.5,1); KenshinChar.animations.add('walk', Phaser.Animation.generateFrameNames('walk/', 1, 8, '', 2), 10, true, false); KenshinChar.animations.add('jumpup', Phaser.Animation.generateFrameNames('jump/', 2, 3, '', 2), 8, true, false); KenshinChar.animations.add('jumpdown', Phaser.Animation.generateFrameNames('jump/', 4, 5, '', 2), 10, true, false); KenshinChar.animations.add('jumptwo', Phaser.Animation.generateFrameNames('jump/', 7, 8, '', 2), 10, false, false); KenshinChar.animations.add('stand', Phaser.Animation.generateFrameNames('stand/', 1, 4, '', 2), 10, true, false); //KenshinChar.animations.add('batk', Phaser.Animation.generateFrameNames('batk/', 1, 4, '', 2), 10, false, false); KenshinChar.animations.play('stand'); The game runs perfectly fine until I add the batk animation. Just deleting the '//' is enough to break the game. Console errors? I'm working with Sublime Text and trying the game on a local host server on chrome so I didn't know there was a console? how do I show it? Link to comment Share on other sites More sharing options...
3ddy Posted October 17, 2016 Share Posted October 17, 2016 To open the dedicated Console panel, either: Press Ctrl+Shift+J (Windows / Linux) or Cmd+Opt+J (Mac). If DevTools is already open, press the Console button. Link to comment Share on other sites More sharing options...
HzDev Posted October 17, 2016 Author Share Posted October 17, 2016 It's fixed, I have no idea how, I was going to see if the console showed any errors and the animation worked at last without me doing a thing. Thanks! Link to comment Share on other sites More sharing options...
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