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Changing states with box2d causes crash


Matthew Cooley
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EDIT: wrong forum, sorry! Should be in phaser 2.

 

I have the box2d plugin for Phaser (which is rad), but I've run into a problem when changing states. The problem being that the game crashes. I'm trying to determine if this is a bug in box2d or Phaser (in which case I will have to just modify the library myself which I'd rather not do), or if I am just doing something wrong.

 

The chain of events that I've been able to trace:

1. I change the state

2. Phaser calls clear on the physics. 

3. inside clear, a new box2d.b2World world is created: 

clear: function () {        this.world = new box2d.b2World(this.gravity);

inside that function it tries to called Clone() on that gravity parameter...

box2d.b2World = function (gravity){    ... yadda yadda yadda ...     this.m_gravity = gravity.Clone();

4. Crash

 

The only other time new box2d.b2World is ever called is thusly:

this.world = new box2d.b2World(new box2d.b2Vec2(0, 0)); 

But 'this.gravity' that is passed on clear() is not a b2Vec2, its a Phaser.Physics.Box2D.PointProxy object. I don't totally understand this object, but I see when its created it has a gravity getter and setter passed in. But either way, when Clone is called on this object it crashes. 

 

So my question is... is this a bug? Or is there a way around this?

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