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Issue with Space Invaders tutorial


coachablekarma
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Hey guys, just trying to get reacquainted with melonJs so I am going through the space invaders tutorial.  I have hit a small roadblock at the adding lasers portion.  I am getting this error when I attempt to shoot.

Uncaught TypeError: Cannot read property 'width' of undefined melonJS.js:12328

at Class.init (melonJS.js:12328)
    at Class (melonJS.js:531)
    at Object.me.pool.api.pull (melonJS.js:4242)
    at Class.update (player.js:32)
    at Class.update (melonJS.js:12166)
    at Object.me.game.api.update [as _patched] (melonJS.js:2874)
    at Object.<anonymous> (debugPanel.js:291)
    at Object.defineProperty.value [as update] (melonJS.js:29274)
    at _renderFrame (melonJS.js:12856)

 

here is the js file for the player

game.Player = me.Sprite.extend({
    init : function()
    {
        var image = me.loader.getImage("player");
        this._super(me.Sprite, "init",
            [me.game.viewport.width / 2 - image.width / 2,
             me.game.viewport.height - image.height - 20,
             {image : image}
        ]);
        this.velx = 450;
        this.maxX = me.game.viewport.width - this.width;
    },
    
    update : function(time)
    {
        this._super(me.Sprite, "update", [time]);
            
        if (me.input.isKeyPressed("left"))
        {
            this.pos.x -= this.velx * time / 1000;
        }
        
        if (me.input.isKeyPressed("right"))
        {
            this.pos.x += this.velx * time / 1000;
        }
        
        this.pos.x = this.pos.x.clamp(0, this.maxX);
        
        if (me.input.isKeyPressed("shoot"))
        {
            me.game.world.addChild(me.pool.pull("laser", this.pos.x - game.Laser.width, this.pos.y - game.Laser.height));
        }
                
        return true;
        
    
    }
});

 

any help would be appreicated

Edited by coachablekarma
correction to script name
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laser class:

 

game.Laser = me.Entity.extend({
    
    
    int : function (x,y)
    {

        this._super(me.Entity, "init", [x, y, {width: game.Laser.width, height: game.Laser.height}]);
        this.z = 5;
        this.body.setVelocity(0, 300);
        this.body.collisionType = me.collsion.types.PROJECTILE_OBJECT;
        this.renderable = new (me.Renderable.extend({
            init : function()
            {
                this._super(me.Renderable, "init", [0,0, game.Laser.width, game.Laser.height]);
            },
            destroy : function(){},
            draw : function (renderer)
            {
                var color = renderer.getColor();
                renderer.setColor('#5EFF7E');
                renderer.fillRect(0, 0, this.width, this.height);
                renderer.setColor(color);
            }
        }));
        this.alwaysUpdate = true;
    },
    
    update : function(time)
    {
        this.body.vel.y -= this.body.accel.y * time / 1000;
        if (this.pos.y + this.height <= 0)
        {
            me.game.world.removeChild(this);
        }
        
        this.body.update();
        me.collsion.check(this);
        
        return true;
    }
});

game.Laser.width = 5;
game.Laser.height = 28;

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Weird! I must have been building the wrong version, or looking at the wrong lines. The boilerplate is definitely on 4.1.0.

Ok, last question. How are you adding the laser class to the entity pool? The tutorial shows this:

me.pool.register("laser", game.Laser);

It appears that the call in player.js to me.pool.pull("laser", ...) is instantiating a me.Entity directly, instead of instantiating your game.Laser class. Just going entirely on the stack trace in your first post.

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