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3 hours ago, FakeWizard said:

AFAIK Chorme has dropped support for webkitAudioContext in their latest release. So instead of that you can now use AudioContext. 

For more information read the changelog here.

oh okay, but i need to solve the other error "Cannot read property of 'uuid' of undefined".

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You're better off not using the min version for development, that way you can have a look at the Phaser code and get an idea what's wrong. Without seeing the relevant bit of your code I can't tell you much beyond it looks like you're trying to use something before you've defined it. Maybe someone with more experience can tell you more.

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oops yeah sorry, i forgot to post code

this is the tutorial for the phaser,  i just typed the same code but it looks like i did it wrong..

var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update });

var platforms;

var player;

function preload() {
	game.load.image('sky', 'assets/sky.png');
	game.load.image('ground', 'assets/platform.png');
	game.load.image('star', 'assets/star.png');
	game.load.spritesheet('dude', 'assets/dude.png');

function create() {

	game.add.sprite(0, 0, 'sky');
	platforms = game.add.group();
	platforms.enableBody = true;

	var ground = platforms.create(0, game.world.height - 64, 'ground');

	ground.scale.setTo(2, 2);
	ground.body.immovable = true;

	var ledge = platforms.create(400, 400, 'ground');

	ledge.body.immovable = true;

	ledge = platforms.create(-150, 250, 'ground');

	ledge.body.immovable = true;

	player = game.add.sprite(32, game.world.height - 150, 'dude');


	player.body.bounce.y = 0.2;
	player.body.gravity.y = 300;
	player.body.collideWorldBounds = true;

	player.animations.add('left', [0, 1, 2, 3], 10, true);
	player.animations.add('right', [5, 6, 7, 8], 10, true);


function update() {

	game.physics.arcade.collide(player, platforms);



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14 hours ago, RubbleGames said:

You need to give the dimensions for your spritesheet so Phaser knows where the frames start and end. In this case your preload function should read:

game.load.spritesheet('dude', 'assets/dude.png', 32, 48);

Thanks!! that solve my problem :D

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