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  1. Hello, I recently updated my game to Phaser 2.1.3 from phaser 2.0.7 And I'm getting the following error in Chrome: Uncaught TypeError: Cannot read property 'crop' of undefined phaser.min.js:2085PIXI.Sprite._renderCanvas phaser.min.js:2085PIXI.DisplayObjectContainer._renderCanvas phaser.min.js:1761PIXI.DisplayObjectContainer._renderCanvas phaser.min.js:1761PIXI.CanvasRenderer.renderDisplayObject phaser.min.js:9178PIXI.CanvasRenderer.render phaser.min.js:9111Phaser.Game.update phaser.min.js:24547Phaser.RequestAnimationFrame.updateRAFAnd the same error as it appears on Firefox TypeError: this.texture is undefinedDoes anyone else have this? Or is there some solution? You can view the error and the source code here: http://www.netgfx.com/trunk/games/Nightcast_213 Thanks. Update: This somehow is related to "this.startButton = this.add.button((game.width/2) - 216, 300, 'menuPlay', this.startGame, this, 1, 0, 2);". The game adds images correctly but when it comes to buttons it throws the error.
  2. I just recently upgraded from 2.1.0 to 2.1.3 and beside an exception with GraphicObjects needing a moveTo before lineTo, everything worked nearly as they used to. One bug that annoys me, and that I can't seem to fix has to do with scaling sprites. In 2.1.0, whenever I scaled a sprite, it would scale it locally. So no matter it's rotation or it's group's rotation, X was the left to right side and Y the up/down. Now it seems to scale in the camera's X/Y axis. So if the sprite is rotated 45 degrees, it will become skewed. This of cause only happens if width and height scale is different. Pictures of the problem attached; the flame coming out of the engines is what's interesting. They used to look like picture 1 no matter their rotation. How would I make it work like it used to? To scale I am just doing: sprite.scale.x = scaleX;
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