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Found 5 results

  1. Hi, I've checked a couple posts on this forum regarding extending classes in Phaser, but get confused on how it exactly works, below is the code I'm trying to implement to add stats to a sprite: class spriteStats extends Phaser.GameObjects.Sprite { constructor (scene, x, y,myExtra) { super(scene, x, y); this.setTexture('../assets/testsprite.png'); this.setPosition(x, y); } setStats(speed, jump){ var stats = { "speed": speed, "jump": jump, } } getStats(){ return stats } } But when I attempt to create the sprite: var hero = this.add.spriteStats(100, 450, 'hero',0).setInteractive(); hero.setStats(5,5); it gives me a: "Uncaught TypeError: this.add.spriteStats is not a function". I don't think I'm extending the class correctly. Please forgive me, as I'm still relatively new to JavaScript. Thanks!
  2. Hi guys! If you need quality 2d game assets please visit my shop. Comments and suggestions are welcome. Thank you:)
  3. https://phaser.io/sandbox/edit/tpauMNLC When i try to enable p2 physics for a sprite i get Uncaught TypeError: Cannot read property 'set' of undefined. for the object.anchor.set(0.5); of @method Phaser.Physics.P2#enableBody. Please check the link above. Also how do i go about debugging in Sandbox? I have tried putting breakpoints in VM#### but a new one starts everytime i refresh or change something so that didn't work.
  4. I downloaded Brackets and opened my files in it, but once I open the html file the canvas is all black and two errors come up. These are, error 1: Failed to load resource: the server responded with a status of 400 (Bad Request) and error 2: Failed to execute 'postMessage' on 'DOMWindow': The target origin provided ('http://127') does not match the recipient window's origin ('http://127'). *note: I took out some of the numbers in the brackets of the second error since it displays personal data regarding the server. Thanks for any help
  5. i need some help understanding as to what ScaleManager and setScreenSize(true); do. this.game.scaleMode = Phaser.ScaleManager.SHOW_ALL;this.game.scale.setScreenSize(true);