Jump to content

Search the Community

Showing results for tags 'typeerror'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • HTML5 Game Coding
    • News
    • Game Showcase
    • Facebook Instant Games
    • Web Gaming Standards
    • Coding and Game Design
  • Frameworks
    • Phaser 3
    • Phaser 2
    • Pixi.js
    • Babylon.js
    • Panda 2
    • melonJS
  • General
    • General Talk
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start



Website URL





Found 16 results

  1. I need to get frustum planes, but I'm getting getTransformationMatrix error: camera.getTranformationMatrix is not a function Playground: http://playground.babylonjs.com/ts.html#Y0A6Y7 But it does work with my older local babylon.custom.js. I want to use a newer version that will support BABYLON.VideoRecorder. I hope there's an easy way to have both BABYLON.VideoRecorder and frustum planes. Thanks, Joe
  2. Hi, I'm a relative noob to javascript and Phaser, and I'm having an issue coding my first proper game. I'm using Phaser version 2.6.2 and the latest version of Chrome browser. I'm asking the user a basic maths question, but when I draw the buttons for the user to click they appear but aren't clickable. Here is the console error: And here is the code I believe to be causing the error: game.add.button(50, 250 + i * 75, "buttons", this.checkAnswer).frame = i; And there is also this bit of code to draw the button mask: this.buttonMask = game.add.graphics(5
  3. Hi, I am trying to make a simple game and have been running into many problems. The problem I am facing now is that I cannot fix this error in my javascript. It says that it cannot read the 'setSize' property on my 'player' sprite, but it works perfectly fine on my other sprites. Next it says that it cannot read the 'velocity' property of the 'player' sprite, but when I comment out the 'setSize' property it works. I just cannot figure out what is wrong, have I misspelled something? I cannot seem to find the problem, so any help would be appreciated. Btw, it worked yesterday, but when I lo
  4. Hello my dear friends, I am trying to add animation to my bird object and I added for normal flying and It worked but when I try to add any other animation to same object it gives an error can you help me, I am adding my codes and the error message here, thanks! create: function() { this.bird = game.add.sprite(150, 200, 'bird'); this.bird.scale.setTo(0.1, 0.1); this.game.physics.arcade.enable(this.bird); this.bird.body.gravity.y = 1000; this.bird.animations.add('right', [0, 1], 5, true); this.bird.animations.add('dead
  5. 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
  6. Hello all, I'm trying to programmatically create a cylinder using the following: var cylinder = BABYLON.MeshBuilder.CreateCylinder("wormhole", {diameter: 1, tessellation: 24}, this.resourceStore["GameScene"]); cylinder.position = BABYLON.Vector3(-0.56, 1.27, 1.235); and it is throwing a TypeError: e is undefined with the following trace: o</i.prototype.copyFrom() babylon-2.4.min.js:1 t</i.prototype.computeWorldMatrix() babylon-2.4.min.js:6 o</i.prototype._evaluateActiveMeshes() babylon-2.4.min.js:10 o</i.prototype._renderForCamera() babylon-2.4.min.js:11 o&l
  7. I am getting the following gamepad exception. babylon.max.js:39351 Uncaught TypeError: this.babylonGamepads[i].update is not a function Gamepads._checkGamepadsStatus @ babylon.max.js:39351 Gamepads._startMonitoringGamepads @ babylon.max.js:39340 Gamepads._onGamepadConnected @ babylon.max.js:39304 Gamepads._onGamepadConnectedEvent @ babylon.max.js:39276 For purposes of what I am doing, while I do have a gamepad connected on my system, I could care less about gamepad features. I do not use a game pad at all for this. That I know of, this just recently started happening, or is intermi
  8. Hi guys, I'm having troubles drawing some lines out of a Vector3 array with MeshBuilder.CreateLines / Mesh.CreateLines.. I've seen many examples of drawing lines in various playgrounds e.g. http://www.babylonjs-playground.com/#1DKDYG#0 - http://www.babylonjs-playground.com/#RF9W9 However, when I try to use these examples in my environment I get the following error: Uncaught TypeError: Cannot set property isPickable of #<i> which has only a getter i @ babylon.2.3.js:5 r @ babylon.2.3.js:10 i @ babylon.2.3.js:18 createScene @ LineScene.js:93 <- my awesome babylon
  9. Wow, I cannot get past this error. What is causing this?
  10. Hey, I currently develop a simple game with Phaser and Javascript for a student project . I have added a "start screen" and now an error message "TypeError: an is undefined" pops up by calling the first state . It's located in the file "phaser. min. js". I already have tried to exchange this by another "phaser. min. js" file, but it still gets the mistake. Does somebody know advice? The attached file contains the js code of the first state. state1.txt
  11. I'm working on a game and need help with an error (Uncaught TypeError: Cannot set property 'frame' of undefined) that appears when I run code inside a function. Here's the full game code, with the error at line 60: function getRandom(min, max) { return Math.floor((Math.random() * (max - (min - 1))) + min);}var game = new Phaser.Game(480, 360, Phaser.AUTO, '', { preload: preload, create: create, update: update });var colorPosition = [0, 1, 2, 3];function preload() { game.stage.disableVisibilityChange = true; game.stage.backgroundColor = '#393837'; game.load.image('collide', 'assets/collide.png
  12. Hello, I just started to work with making a simple menu. I have a simple script but it doesnt work. The error is: And here is code: var game = new Phaser.Game(500,500, Phaser.AUTO, 'gamediv');game.mainMenu = function(){};game.mainMenu.prototype = { button:null, preload : function() { game.load.spritesheet('new_game_button', 'asset/button/newgame.png'); }, create : function() { this.button = game.add.button(game,50,50, 'new_game_button', function(){ console.log("h"); }, null, 2, 1 ,0); }, update : function() { },
  13. Hi all, Another weirdo cross-browser problem I am desperate to fix. A tester running Safari 6.03 (not the most current, but not ancient either), keeps having the game freeze with a strange error: "TypeError: type error" -- it traces back to phaser.min.js line 11 but I'm unable to see what in my code is causing the issue. Is this a known thing? Any advice at all would be appreciated - You guys are the best! Nick
  14. Hi Guys, Excellent work on releasing Phaser 2.0 - I thought it would be time to move over from Construct 2 and try my hand at coding (i'm a newb so please be gentle) I have loaded up the golf demo that comes with 2.0 and have not been able to get it to load correctly. Here is the error that I am seeing in Chrome's JavaScript console:- Uncaught TypeError: Cannot read property 'bounce' of null golf.js:45 creategolf.js:45 Phaser.StateManager.loadCompletephaser.js:13673 Phaser.SignalBinding.executephaser.js:14353 Phaser.Signal.dispatchphaser.js:14226 dispatchphaser.js
  15. Hello, I downloaded a copy of phaser and threw it in my MAMP folder - started my local web server. And then created a basic game.html file + game.js + phaser.js. game.html looks like this: <html> <head> <script src="phaser.js"></script> <script src="game.js"></script> </head> <body> <div id="game"></div> </body></html> game.js looks like this: var headImage;var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update });function preload() { game.load.
  16. I got this setup: update: function() { this.balls.forEach(this.ballUpdate, this);}ballUpdate: function(ball) {if (ball.body.y > this.game.world.height + ball.height) {ball.destroy();}}Which results in: Uncaught TypeError: Cannot read property 'alive' of null Game.js:566 BasicGame.Game.ballUpdateGame.js:566 Phaser.Group.forEachphaser.js:12324 BasicGame.Game.updateGame.js:173 Phaser.StateManager.updatephaser.js:10138 Phaser.Game.updatephaser.js:13701 Phaser.RequestAnimationFrame.updateRAFphaser.js:22114 _onLoopphaser.js:22099 I tried: update: function() {
  • Create New...