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Returning to Scenes: How To Stop this.anims.create attempting to create duplicate keys?


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I am having some problems with my sprite animations as I move between scenes.

Each scene ran ok until I returned to it

On my first playthrough, when i returned to the scene i was informed, via console.log, that the various animations' keys "were undefined or already in use"

(so after using the github docs (....docs/animations_AnimationManager.js.html) I added the if config.key || this.anims.has(key) check. 

However  it does not play and my console.log now outputs the following RED ERROR:

Uncaught TypeError: Cannot read property 'getFirstTick' of null
    at initialize.play (phaser.min.js:1)
    at initialize.play (phaser.min.js:1)
    at scene1.create (PHASER3codePrinter.php:57)
    at initialize.create (phaser.min.js:1)
    at initialize.loadComplete (phaser.min.js:1)
    at initialize.h.emit (phaser.min.js:1)
    at initialize.processComplete (phaser.min.js:1)
    at initialize.removeFromQueue (phaser.min.js:1)
    at initialize.processUpdate (phaser.min.js:1)
    at Image.data.onload (phaser.min.js:1)

Here is my code in create()

if (!config.selectable2ANIMS0 || this.anims.has(config.selectable2ANIMS0)){ 
    var skip = 1;
}else{ this.anims.create({
	key: 'selectable2ANIMS0',
	frames: [
		{ key: 'selectable2ANIMATION0'},
		{ key: 'selectable2ANIMATION1'},
		{ key: 'selectable2ANIMATION2'},
		{ key: 'selectable2ANIMATION3'},
		{ key: 'selectable2ANIMATION4'},
	frameRate: 8.0,
	repeat: -1
selectable2 =this.add.sprite(51.5, 61, 'selectable2').play('selectable2ANIMS0');

Here is my scene calling (proof of concept for checking scenes)



Anyone got any ideas?

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There are a couple options. First, I would create the animations as part of your Preload process. Animations are global, retained between Scenes, and only need making once. So I've been making mine during preload (which I never return to)

However, if you need to have the creation code in a Scene you're going back to, then you're on the right track with the code above, but `anims.has()` takes a string-based key, not the Animation itself, as its parameter. Also, it's a method of the 'anims' Map, which means you'd need to do something like 'this.anims.anims.has(string)' - alternatively, it's probably easier to do 'this.anims.get(string)' and if it returns undefined then no animation exists.

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Hmm playing around and tried to move the create() to preload, as so:


//load images
this.load.image('sprite48ANIMATION0', 'media/jake1.png');
this.load.image('sprite48ANIMATION1', 'media/jake2.png');
this.load.image('sprite48ANIMATION2', 'media/jake3.png');
this.load.image('sprite48ANIMATION3', 'media/jake4.png');
this.load.image('sprite48ANIMATION4', 'media/jake5.png')

        key: 'sprite48ANIMS3',
        frames: [
             { key: 'sprite48ANIMATION0'},
              { key: 'sprite48ANIMATION1'},
              { key: 'sprite48ANIMATION2'},
              { key: 'sprite48ANIMATION3'},
              { key: 'sprite48ANIMATION4'},
        frameRate: 10.0,
        repeat: -1



but I got a console.log

phaser.min.js:1 Uncaught TypeError: Cannot read property 'texture' of undefined

any ideas?

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Sorry I meant that I create my animations in my Preloader Scene, which is a Scene dedicated entirely to preloading assets and setting up animations at the beginning of the game.Then I move to the next Scene after this (which in my case is a MainMenu, but what it is doesn't matter)

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  • 1 month later...
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  • 3 weeks later...
On 5/19/2018 at 1:27 AM, JesusJoseph said:

Please note that we need to create the animation inside the create function inside Preload and not inside preload function


I couldn't get this working. Thank you for this answer, very useful. Solved my issue.

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