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Strange error with tilemaps


Lomaz
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Hello! so I've just generated my first fairly big map (240x240) and I'm having an issue.. there are some tiles that are.... dead

 

When I walk on them, or even up to them I get a strange error

 

"Uncaught TypeError: Cannot read property '2' of undefined"

 

It's complaining about this line in phaser:

 

 set = this.map.tilesets[this.map.tiles[tile.index][2]];

 

I've been trying to figure it out for a couple hours now and am just about to give up.. any ideas guys?

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A bit more useful information, I put:

 

console.log(tile.index) right before it and the console looked somthing like this:

 

201

201

203

203

201643265

...and then it blew up... ideas?

 

 

 

HACK: I altered the condition to look like

 

               if (tile && tile.index > -1 && tile.index < 2000)
                {
                    set = this.map.tilesets[this.map.tiles[tile.index][2]];
 
and it fixed my issue, obviously changing phaser.js in the way is a bad idea, so I'd really like to figure out what is exactly going on.
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This is in the phaser v2.0.6 file. line 57810

/*** Renders the tiles to the layer canvas and pushes to the display.* @method Phaser.TilemapLayer#render* @memberof Phaser.TilemapLayer*/Phaser.TilemapLayer.prototype.render = function () {    if (this.layer.dirty)    {        this.dirty = true;    }    if (!this.dirty || !this.visible)    {        return;    }    this._mc.prevX = this._mc.dx;    this._mc.prevY = this._mc.dy;    this._mc.dx = -(this._mc.x - (this._mc.startX * this.map.tileWidth));    this._mc.dy = -(this._mc.y - (this._mc.startY * this.map.tileHeight));    this._mc.tx = this._mc.dx;    this._mc.ty = this._mc.dy;    this.context.clearRect(0, 0, this.canvas.width, this.canvas.height);    this.context.fillStyle = this.tileColor;    var tile;    var set;    if (this.debug)    {        this.context.globalAlpha = this.debugAlpha;    }    for (var y = this._mc.startY, lenY = this._mc.startY + this._mc.maxY; y < lenY; y++)    {        this._column = null;        if (y < 0 && this.wrap)        {            this._column = this.layer.data[y + this.map.height];        }        else if (y >= this.map.height && this.wrap)        {            this._column = this.layer.data[y - this.map.height];        }        else if (this.layer.data[y])        {            this._column = this.layer.data[y];        }        if (this._column)        {            for (var x = this._mc.startX, lenX = this._mc.startX + this._mc.maxX; x < lenX; x++)            {                var tile = null;                if (x < 0 && this.wrap)                {                    tile = this._column[x + this.map.width];                }                else if (x >= this.map.width && this.wrap)                {                    tile = this._column[x - this.map.width];                }                else if (this._column[x])                {                    tile = this._column[x];                }                if (tile && tile.index > -1 && tile.index < 2000)                {                    set = this.map.tilesets[this.map.tiles[tile.index][2]];                    if (this.debug === false && tile.alpha !== this.context.globalAlpha)                    {                        this.context.globalAlpha = tile.alpha;                    }                    set.draw(this.context, Math.floor(this._mc.tx), Math.floor(this._mc.ty), tile.index);                    if (tile.debug)                    {                        this.context.fillStyle = 'rgba(0, 255, 0, 0.4)';                        this.context.fillRect(Math.floor(this._mc.tx), Math.floor(this._mc.ty), this.map.tileWidth, this.map.tileHeight);                    }                }                this._mc.tx += this.map.tileWidth;            }        }        this._mc.tx = this._mc.dx;        this._mc.ty += this.map.tileHeight;    }    if (this.debug)    {        this.context.globalAlpha = 1;        this.renderDebug();    }    if (this.game.renderType === Phaser.WEBGL)    {        // PIXI.updateWebGLTexture(this.baseTexture, renderSession.gl);        PIXI.updateWebGLTexture(this.baseTexture, this.game.renderer.gl);    }    this.dirty = false;    this.layer.dirty = false;    return true;};
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There are a number of possible fail points in that code.  I suggest stepping through it to see which one it is...

 

For instance:

if (x >= this.map.width && this.wrap){tile = this._column[x - this.map.width];}

If x is greater than 2 x the map width, this will fail because it's only wrapping once.  I would change the if into a "while" and do the subtraction x -= this.map.width; in each loop.

Same thing for the < 0 case and y direction wrapping also.

 

Remember the problem you're looking for is that tile.index becomes invalid... so look for anything that might make tile get a wrong value too.  That includes column which is where tile comes from.  Sometimes you have to step back quite a long way to find the original error because JS is very fault tolerant so errors get propagated forwards a long way before the code goes boom!

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