Heppell08 Posted March 7, 2014 Share Posted March 7, 2014 I have been waiting for a bit before testing the water with this phaser and decided to dive in and see with my current game. It's kind of important for the physics of my game since i had to hack pretty much all my physics in 1.1.5I like the newer physics and i wont need to hack anything in. Problem is i'm up against a wall with a ton of errors. Particle collision errors - Still fixing BitmapFonts - Fixed Physics - Fixed(couldnt start NINJA physics...) And then i dont know what else needs a fix. My question then: What are the big game changers in this new release other than physics and other stuff. I asked about bitmapfonts being fixedToCamera and seen Rich has added that in. I want that but in 1.1.5 its not there. Also: if i want these ninja physics working then why do i get the error: Has no method: startSystem for the line that starts the physics of the world? I might probably have to re-read a few things but im pretty comfortable in phaser and think i'm just missing a few new little things that im a bit puzzled on. Link to comment Share on other sites More sharing options...
Heppell08 Posted March 7, 2014 Author Share Posted March 7, 2014 is there a certain reason why my particles are giving errors?I'm doing this:deadblood = this.add.emitter(player.x, player.y, 85); deadblood.makeParticles('playerblood', [0,1,2,3,4], 85, true, false); deadblood.minParticleSpeed.setTo(-200, -300); deadblood.maxParticleSpeed.setTo(200, -400); deadblood.gravity = 9000; deadblood.bounce.setTo(0.5,0.5); deadblood.angularDrag = 5; deadblood.collideWorldBounds = true; // new line deadblood.physicsEnabled = true; // new line deadblood.start(true, 900, 85);but i get this error: Uncaught TypeError: Cannot read property 'checkCollision' of null phaser.js:57910 I've looked at how they are being created compared to how phaser would like it and still giving me issues? Then onFloor() is different too? o.O The update for:this.physics.collide(player, layer);That gave me an error too... Maybe i need to read something Link to comment Share on other sites More sharing options...
Heppell08 Posted March 7, 2014 Author Share Posted March 7, 2014 Scrap the question.I'm in too deep with 1.1.5 to move to this version. Tested loads of stuff and tilecallbacks aint firing, physics system i need a good read up on and particles i need to read up on too.I will eventually use 2.0 when im finished my current dev. Link to comment Share on other sites More sharing options...
rich Posted March 7, 2014 Share Posted March 7, 2014 I've not touched particles yet, so they won't work at all in 1.2. Everything else you listed should be ok, Ninja physics for example. I just pushed a fresh new build if that helps matters, see the examples in examples/wip/ninja* for use. Heppell08 1 Link to comment Share on other sites More sharing options...
codevinsky Posted March 7, 2014 Share Posted March 7, 2014 When you say they won't work at all in 1.2, do you mean currently, or for 2.0 release? Link to comment Share on other sites More sharing options...
Heppell08 Posted March 7, 2014 Author Share Posted March 7, 2014 @RichYeah I guessed the particles weren't in because the creation was fine. I commented them out. I got the rest working fine. Just confused about the onFloor() and having to do:Imasprite.physicsEnabled= true;Its such a foreign concept or missing something. I'll give the fresh build a go and see what happens with the build I have for 2.0. Link to comment Share on other sites More sharing options...
rich Posted March 8, 2014 Share Posted March 8, 2014 When you say they won't work at all in 1.2, do you mean currently, or for 2.0 release?I just mean at the moment. I will get them working properly before we launch. Link to comment Share on other sites More sharing options...
gvinodbabu Posted August 30, 2014 Share Posted August 30, 2014 hi Rich, i am still facing a similar error in 2.0 version of the Phaser. can you please help me with this error. code from examples:=================var MonsterParticle = function (game, x, y) { Phaser.Particle.call(this, game, x, y, game.cache.getBitmapData('particleShade')); } >>line #7 : MonsterParticle.prototype = new Object.create(Phaser.Particle.prototype);MonsterParticle.prototype.constructor = MonsterParticle; Error: ===============Uncaught TypeError: Cannot read property 'prototype' of undefined test.js:7 (anonymous function) Link to comment Share on other sites More sharing options...
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