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Found 5 results

  1. I want my diamonds and player to collide with the platforms but I just cannot fix the error that it appears since I believe I dont touch the x in anywhere, getting pretty tilted not gonna lie. all the sprites and images are loaded in another js and it all works fine, just to add up. I was told to add beside platforms this line of code ==> this.platforms.physicsBodyType = Phaser.Physics.Arcade; it works when it comes to fixing the error but this error pops up Hopefully my question is clear, my first post here, 2 days till the exam! 'use strict'; var player; var PlayScene = { create: function () { /*var logo = this.game.add.sprite( this.game.world.centerX, this.game.world.centerY, 'logo'); logo.anchor.setTo(0.5, 0.5);*/ this.game.physics.startSystem(Phaser.Physics.ARCADE); this.game.add.sprite(0,0,'sky'); this.platforms = this.game.add.group(); this.platforms.enableBody = true; this.ground = this.platforms.create(0,this.game.world.height-64,'ground'); this.ground.scale.setTo(2,2); this.ground.enableBody = true; this.ground.body.inmovable = true; this.ledge = this.platforms.create(400,450,'ground'); this.ledge.body.inmovable = true; this.ledge = this.platforms.create(-75,350,'ground'); this.ledge.body.inmovable = true; player = this.game.add.sprite(32,this.game.world.height -120,'dude'); this.game.physics.arcade.enable(player); player.body.gravity.y = 800; player.body.collideWorldBounds = true; player.animations.add('left',[0,1],10,true); player.animations.add('right',[2,3],10,true); this.diamonds = this.game.add.group(); this.diamonds.enableBody = true; for(var i = 0; i <14; i++){ this.diamond = this.diamonds.create(i* 70,0,'diamond'); this.diamond.body.gravity.y = 1000; this.diamond.body.bounce.y = 0.3+ Math.random()*0.2; this.diamond.body.collideWorldBounds = true; console.log('diamantes'); } this.scoreText = this.game.add.text(16,16,'',{fontSize:'32px',fill:'#000'}) this.cursors = this.game.input.keyboard.createCursorKeys(); }, update: function(){ self = this; this.game.physics.arcade.collide(self.diamonds, self.platforms); self.game.physics.arcade.collide(self.player, self.diamonds);
  2. For the past 3 days i been trying to grab the latest code to get access to the new DecomposedLerpToRef functions that @Deltakosh added to enhance SLERPING. But all i get is these errors... inclusing the lastest build about 6 hours ago... Anybody know what this is all about ??? Note... I am using Babylon.worker.js
  3. Hi everyone. I'm creating a game and I was testing it into different browsers. I always use Chrome for my tests and everything is fine there. I tried on Edge and it works perfect as in Chrome. Then I opened it in Firefox and there's a problem. It opens the preloader, the mainMenu page in which there is the name of the game and two buttons, but as I try to click on the "play" button, which brings me to the actual game, I have no answers. When I open the page I get these messages in firefox console log: I think the WebGL error is a Phaser one, because I use CANVAS in my game: (in index.html) var game = new Phaser.Game(800, 600, Phaser.CANVAS,''); And I guess that the "mozHidden" etc line is just a warning. So that TypeError must be the issue. What is the problem with those lines? What am I doing wrong with the instantiation of my game? Is it a problem that I use prototypes for my game like: (in Level1.js) Game.Level1 = function(game) { }; Game.Level1.prototype = { preload:function(game){ //... }, create:function(game){ //... } }; ? Oh, and I tried opening the game in the Firefox safe-mode, without the additional plug-ins, and it works like it should be. Any help would be really appreciated! Thank you very much. EDIT I tried deleting the cache on Chrome and Edge and it doesn't work immediately even there, giving me some phaser errors like the ones before. But no error about my code. And if I refresh the page several times, like 4 or 5 or more, it begins working again like it should. What could this problem be due to?
  4. Hey fellas, I've found an issue where some errors do not appear in the javascript console. For example, in this playground http://www.babylonjs-playground.com/#IXKRE , I put "BAYLON" instead of "BABYLON" on the line 16, and there is no error in the console. But when I put the same code outside the ImportMesh callback, it does throw an error. It hasn't always been like this, though. I could narrow down the problem to this exact commit, where the issue was generated: https://github.com/BabylonJS/Babylon.js/commit/b23fe21009073e2790d2a5be0bf03b3aa13b92e4#diff-207980660c3ac28d763f8c488a44f7c4 Could somebody fix this issue, please? Thanks in advance.
  5. Hi guys! I found errors in the plugin of Box2D... http://screencast.com/t/8zCF3FHV11F http://screencast.com/t/4MemHHsm http://screencast.com/t/mH6X2OWhA45 I need help with this, I bought it Email: [email protected] Thanks in advance Regards, Nicholls
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