rich Posted July 16, 2014 Share Posted July 16, 2014 Phaser 2.0.7 is now ready for release, but I'd appreciate it if you could give it a good test first. It's in the dev branch and you'll find fresh files in the build folder. If you've experienced any weird problems with 2.0.6 please try 2.0.7 and leave me your feedback here. Link to comment Share on other sites More sharing options...
ReverendKane Posted July 16, 2014 Share Posted July 16, 2014 Many thanks for the update! It resolved a problem i had with some for-and-back-moving objects, which started flickering after a few seconds. With 2.0.7 they move smoothly and i can continue making my game. Good job Link to comment Share on other sites More sharing options...
chusek Posted July 17, 2014 Share Posted July 17, 2014 I think there's a bug in 2.0.6-7I've been using 2.0.4; tried 2.0.6 Something happen to 'animation.frame' property once an animation completed playing.I debug the animation.frame. It works fine if I set loop to true in the play method.But when loop is set to false, once the animation complete the animation.frame throw an error "can't read property index of undefine.".I noted that other property ie. animation.isPlaying is still working. And once I restarted the animation the frame property comes back.I don't think that's the behavior you-we want. Since we might want to access the frame property when the animation isn't playing - I tested the animation.stop() method, it works fine. var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update ,render:render}); var anim; function preload() { game.load.atlasJSONHash('stunOne', 'img/stunOne/stunOne.png', 'img/stunOne/stunOne.json'); } function create() { var stunOne = game.add.sprite(400,400,'stunOne'); anim = stunOne.animations.add('stun'); anim.setFrame(0,true); anim.play(14); game.time.events.add(Phaser.Timer.SECOND*4,function(){ anim.play(14); },this); } function update() {} function render() { game.debug.text("animObject:" + anim.isPlaying, 32, 45); game.debug.text("frame:" + anim.frame, 32, 60); if(anim.isPlaying) { game.debug.text("frame:" + anim.frame, 32, 60); } } Link to comment Share on other sites More sharing options...
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