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Getting errors trying to do group vs group collisions


mikehamil10
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Heyo,

 

Me again. I'm really trying to put Phaser through its paces. I'm using a state setup based on the State example in the wip folder (preload state, menu state, game state). My game state, among other things, contains 2 groups of Sprites: enemies and bullets. I'm also going by the "group vs group" collision example, so in my update() function I'm making the following call to check for collisions against enemies and bullets each frame:

 this.game.physics.collide(this.bullets, this.enemies, this.enemyCollisionHandler);

As soon as the game starts, I'm getting this error (this is in the un-minified 1.0.4 phaser.js):

 

Uncaught TypeError: Cannot read property 'exists' of undefined phaser.js:25523

 

Setting a breakpoint and stepping through the code, I see that in Group.collideGroupVsGroup() the offending line of code is checking an "exists" property of an object called "currenNode". In the debugger I can see that currentNode is set to my enemies group, but there's no property called "exists", and that check is whats causing the game to crash.

 

Any idea what I might be doing wrong? Is there something funky about using states AND group vs group collisions together that is broken perhaps?

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Hmm...I had tried that before posting, it yields the same result. My code now looks like this: 

this.game.physics.collide(this.bullets, this.enemies, this.enemyCollisionHandler, null, this);

and I still get the same "cannot read property 'exists' of undefined" error.

 

When inspecting the objects in collideGroupVsGroup(), I see that the "currentNode" object that's throwing the exception isn't a Phaser object at all, it's actually a PIXI.DisplayObjectContainer, which definitely doesn't have an exists property...

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Sure, here it is. This file is my 'game' state. I'm creating the groups with this.game.add.group(), passing a null parent and a name. Hopefully there's just something dumb I'm not doing correctly. Thanks for the help!

Shooter.Game = function (game) {	this.game = game;};Shooter.Game.prototype = {	//_______________________________________________________________________ Variable Declarations	shootTimer: 0,	enemyTimer: 0,	score: null,	scoreN: 0,		// Sounds	shot: null,	bossSound: null,	explo: null,	// Groups	lives: null,	bullets: null,	enemies: null,	// Display Objects	boss: null,	showBoss: false,	ship: null,	/*	var timerSource,	var bossHealth = 20,	*/		//_________________________________________________________________________ Lifecycle Functions	create: function () {		this.game.add.sprite(0, 0, 'bgGame');		// Player ship setup		var imageData = this.game.cache.getImage('playerShip');		this.ship = this.game.add.sprite(this.game.world.centerX, this.game.world.height - imageData.height, 'playerShip');		this.ship.anchor.setTo(0.5, 0.5);		this.ship.animations.add('idle');		this.ship.animations.play('idle', 30, true);		// Boss setup		this.boss = this.game.add.sprite(this.game.world.centerX, -72, 'boss');		this.boss.anchor.setTo(0.5, 0.5);		this.boss.body.immovable = true;		this.boss.animations.add('idle');		this.boss.animations.play('idle', 28, true);		// Score display setup	    var style = { font: "14px Arial", fill: "#ffffff", align: "center" };		this.score = this.game.add.text(1, this.game.world.height - 15, "Score:", style);		// Lives display setup		this.lives = this.game.add.group();		imageData = this.game.cache.getImage('icnLife');		for (var i = 1; i <= 3; i++) {	        var x = (this.game.world.width - imageData.width) - (5 * i + 1) - imageData.width * i + 20;	        var y = this.game.world.height - imageData.height;	        var life = this.lives.create(x, y, 'icnLife');    	}    	// Load audio    	this.shot = this.game.add.audio('sndShot', 1, true);    	this.bossSound = this.game.add.audio('sndBoss', 1, true);    	this.explo = this.game.add.audio('sndExplo', 1, true);    	// Group Setup    	this.bullets = this.game.add.group(null, "bullets");    	this.enemies = this.game.add.group(null, "enemies");	},	update: function() {		this.score.setText("Score: " + this.scoreN);		// handle input: left & right		this.ship.body.velocity.x = 0;		if (this.game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) {			this.ship.body.velocity.x = -150;		} else if (this.game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) {            this.ship.body.velocity.x = 150;        }        // handle input: fire        if (this.game.input.keyboard.isDown(Phaser.Keyboard.SPACEBAR) && this.game.time.now > this.shootTimer) {        	this.fireBullet();        }        // spawn enemies        if (this.game.time.now > this.enemyTimer) {        	this.addEnemy();		}		// update bullets		this.bullets.forEach(function(bullet) {           if (!bullet.inWorld) {                bullet.kill();            }        });        // update enemies		this.enemies.forEach(function(enemy) {           if (enemy.y > 480) {                enemy.kill();            }        });        // should we show the boss?        if(this.scoreN >= 50 && !this.showBoss) {	        this.bossSound.play('', 0, 1, false);	        this.game.add.tween(this.boss).to({ y: this.boss.height + (this.boss.height * 0.5) }, 1500, Phaser.Easing.Linear.Cubic, true);	        this.showBoss = true;	    }	    // handle collisions	    this.game.physics.collide(this.bullets, this.enemies, this.enemyCollisionHandler, null, this);	},	//__________________________________________________________________________ Collision Handlers	enemyCollisionHandler: function(bullet, enemy) {		this.scoreN += 50;		this.explo.play('', 0, 1, false);		bullet.kill();		enemy.kill();	},	//____________________________________________________________________________ Custom Functions	fireBullet: function() {		this.shot.play('', 0, 1, false);        var b = this.bullets.create(this.ship.x, this.ship.y - this.ship.height, 'bullet');        b.autoCull = true;        b.body.velocity.y = -100;        this.shootTimer = this.game.time.now + 800;	},	addEnemy: function() {		var e = this.enemies.create(this.game.world.randomX, -20, 'enemy');		e.animations.add('idle');		e.animations.play('idle', 24, true);	    e.body.immovable = true;	    e.body.velocity.y = 30;	    this.enemyTimer = this.game.time.now + 800;	},	alert: function(e) {	    var alertView = null;	    	    if (e == 'win') {	    	alertView = this.game.add.button(this.game.world.width * 0.5, this.game.world.height * 0.5, 'youWon', this.restart, this, 2, 1, 0).anchor.setTo(0.5, 0.5);	    } else {	        alertView = this.game.add.button(this.game.world.width * 0.5, this.game.world.height * 0.5, 'gameOver', this.restart, this, 2, 1, 0).anchor.setTo(0.5, 0.5);	    }	},	restart: function () {		console.log('restarting!');		this.game.state.start('game');	},}
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