valueerror Posted November 14, 2014 Share Posted November 14, 2014 with the newest version RC6 mysprite.pivot.x = 10; is set but ignored :/ Link to comment Share on other sites More sharing options...
rich Posted November 15, 2014 Author Share Posted November 15, 2014 @valueerror - pixi issue, nothing I can do about it yet, will keep an eye out for their updates. @Sam - nothing I can do about WebGL speed on your set-up. It is what it is and utterly dictated by changes in Pixi. No-one else is reporting dropped collisions any longer so I'm striking this one off as something wrong with your set-up unless more people can confirm it. Link to comment Share on other sites More sharing options...
Sam Posted November 15, 2014 Share Posted November 15, 2014 (edited) @richyeah I think you were right, I have to check my code.Meanwhile I have done some tests with collision on very fast velocity etc.As far as I got - collision works at 62 FPS with a hell of speed ( velocity 4000 ) - more than needed. (incredible) I will keep you updated if I found anything, but I think that this has to be done on my side, no phaser problem. EDIT:setDesiredFPS: since you set this, collision does not work ever more. I think this is done to deliver stable FPS.But to neglect the collision themes not to be in the interest of most games? Or am I wrong? Edited November 15, 2014 by Sam Link to comment Share on other sites More sharing options...
nkholski Posted November 15, 2014 Share Posted November 15, 2014 I still have issues with particles and RC7. I took some effort but I managed to narrow it down to be a problem when bounds is changed with setBounds to a higher y-value than 0, and that it seems to occur randomly. Basic example without setBounds working with RC7: http://niklasberg.se/entityExplode/index.html Modified example with game.height halved and bounds set to lower part of screen working fine with 2.1.1: http://niklasberg.se/entityExplode/indexBounds.htmlSame as last one broken by shifting to RC7: http://niklasberg.se/entityExplode/index-2.2.0-rc.html As you can see by the last example, even if all entities and thus emitters is created at the bottom of the screen stuff will fall from above occasionally. This seems to happen randomly. I log the y value in the console where the emitter will be created and it's constant. Link to comment Share on other sites More sharing options...
zackproser Posted November 16, 2014 Share Posted November 16, 2014 Making no changes to my Phaser 2.1 game and swapping in 2.2, things seem alright for the most part. Two issues I haven't had the time to dig into yet: 1. Certain particle effects are still running just fine, but some that I trigger on collision aren't happening - no errors in console. 2. Collisions in Firefox result in major frame rate drop - which gets progressively worse with each collision. When I was using 2.1 - the game was running just fine for me in Firefox. Link to comment Share on other sites More sharing options...
valueerror Posted November 16, 2014 Share Posted November 16, 2014 i don't know if thats a new thing but i just noticed that i can not add a square image from a spriteatlas as tileSprite.. 32x32 is not working if i resize it to 32x30 i works ?! Link to comment Share on other sites More sharing options...
saibotlive Posted November 17, 2014 Share Posted November 17, 2014 Tested, all works fine apart from game.scale.width/height no longer works. Link to comment Share on other sites More sharing options...
rich Posted November 17, 2014 Author Share Posted November 17, 2014 @valueerror - that was a bug in pixi, which I just fixed and pushed up. @saibotlive - those values still exist but are readonly - or were you setting them? valueerror 1 Link to comment Share on other sites More sharing options...
lewster32 Posted November 17, 2014 Share Posted November 17, 2014 Is Time.elapsed still accurate? I'm trying to mess around with a deltaTime implementation (like Unity's) so I can get consistent speeds regardless of fps, but changing the desiredFps causes the character to move at different speeds - you can see it really clearly if you try a desiredFps of 60, then 120. They both run at the same refresh but the character is much faster at 120 fps. http://jsfiddle.net/lewster32/e6cfnxbo/5/ Also, just as a side note, the fps counter isn't working correctly either - says 60 regardless; intended? Link to comment Share on other sites More sharing options...
saibotlive Posted November 17, 2014 Share Posted November 17, 2014 @rich yes, I always used it to scale a game up 2 x the dimensions. Looking at the documentation, I guess it's meant to be read only but it worked for scaling my game on previous versions Link to comment Share on other sites More sharing options...
rich Posted November 17, 2014 Author Share Posted November 17, 2014 Is Time.elapsed still accurate? I'm trying to mess around with a deltaTime implementation (like Unity's) so I can get consistent speeds regardless of fps, but changing the desiredFps causes the character to move at different speeds - you can see it really clearly if you try a desiredFps of 60, then 120. They both run at the same refresh but the character is much faster at 120 fps. http://jsfiddle.net/lewster32/e6cfnxbo/5/ Also, just as a side note, the fps counter isn't working correctly either - says 60 regardless; intended? The changes we've made are exactly that - to provide a constant speed regardless of actual device frame rate. Think of desiredFps as the speed you want your game to run at, so doubling it should absolutely double the speed of objects as it's your games desired speed (not the browser update speed). I may consider renaming it actually (gameFrameRate perhaps) Time.elapsed will now vary depending on raf or settimeout, raf values are often massive and floating point to boot. If you want a ms value for local calculations use Time.time. Link to comment Share on other sites More sharing options...
enriqueto Posted November 17, 2014 Share Posted November 17, 2014 RC8 my game gets an error when instantiating the Phaser.Device class on Boot Link to comment Share on other sites More sharing options...
rich Posted November 17, 2014 Author Share Posted November 17, 2014 @Enriqueto - which is? Link to comment Share on other sites More sharing options...
rich Posted November 17, 2014 Author Share Posted November 17, 2014 @saibotlive - you can do that now via ScaleManager.setGameSize(width, height) Link to comment Share on other sites More sharing options...
NearSingularity Posted November 17, 2014 Share Posted November 17, 2014 i also had problems with tweens yesterday... several connected to().to() statements do not work.. only the last one seems to be executed. I am having issues related to chained tweens as well in the 2.2 RC8 release. I have something similar to this in my game, which currently appears to do nothing with the 2.2 RC8. But as (valueerror) stated it seems that only the last chained tween starts, although I didn't see any change with how the Tween class/prototype loops through any stored properties from 2.1 to 2.2 inside the `start()`.game.add.tween(this.sprite.scale).to({x: 1.5, y: 1.5}, 250).to({x: 1, y: 1}, 50).start();I even tried the following (auto-starting the first tween):Same result.game.add.tween(this.sprite.scale).to({x: 1.5, y: 1.5}, 250, null, true).to({x: 1, y: 1}, 50).start();Is there a new method of chaining tween's together in 2.2? Or has it always been best practice to use the `chain()` method to manually chain together the tweens together? Link to comment Share on other sites More sharing options...
saibotlive Posted November 18, 2014 Share Posted November 18, 2014 Wicked! Link to comment Share on other sites More sharing options...
enriqueto Posted November 18, 2014 Share Posted November 18, 2014 sorry screenshot attached. line 58 on Boot.ts is: if( new Phaser.Device(this.game).safari && !this.isLocalStorageNameSupported()){ Link to comment Share on other sites More sharing options...
saibotlive Posted November 18, 2014 Share Posted November 18, 2014 I get this error whenever I add graphics: TypeError: undefined is not a function phaser.js:9465b.CanvasGraphics.renderGraphics phaser.js:9465PIXI.Graphics._renderCanvas phaser.js:16545b.DisplayObjectContainer._renderCanvas phaser.js:1948b.DisplayObjectContainer._renderCanvas phaser.js:1948b.DisplayObjectContainer._renderCanvas phaser.js:1948b.CanvasRenderer.renderDisplayObject phaser.js:9229b.CanvasRenderer.render Link to comment Share on other sites More sharing options...
rich Posted November 18, 2014 Author Share Posted November 18, 2014 The tween stuff is strange as we didn't really change anything there, especially not to do with how tweens chain together. Will have a deeper look at that. Link to comment Share on other sites More sharing options...
hellspawn_bg Posted November 19, 2014 Share Posted November 19, 2014 I get this error upon boot state startUncaught TypeError: undefined is not a function phaser-no-physics.js:26236 Phaser.Input phaser-no-physics.js:26236 Phaser.Game.boot phaser-no-physics.js:25389 Phaser.Device._readyCheck phaser-no-physics.js:44600 Link to comment Share on other sites More sharing options...
Taleforge Posted November 20, 2014 Share Posted November 20, 2014 Just migrated my game to the new RC10-Tweens. Everything seems to work - well done .Just one wish: It would be nice if you could also provide a onChildStart like there is a onChildComplete. Looks like the new Tweens are way more smoother - like it! Update to the older Tweens:In my case the older Tweens also didnt worked for me, when i chained them calling "to" multiple times.I had to use "chain" instead and everything was working again.looks like the "to"-method returned this instead of the new generated tween. Link to comment Share on other sites More sharing options...
rich Posted November 20, 2014 Author Share Posted November 20, 2014 Yeah Tweens have undergone a decent revamp this week. When you use Tween.to it no longer creates yet another tween and chains them, it just creates a child-tween (a new TweenData object) and adds it to the current sequence. Hence why what it returns is still just the original Tween object, not the child. I know this is going to break some games how had coded around the bugs in the previous way Tweens work, but it's for the better imho. I'm having great fun with the new Tween.timeScale property too I found a bug in from Tweens where they don't set the target object properties when it should (it currently does it post-delay, it should be pre-delay) but otherwise it feels nice and solid. I think a onChildStart is a good idea. I'll make a proper "tween" post after some more testing. Link to comment Share on other sites More sharing options...
neurofuzzy Posted November 20, 2014 Share Posted November 20, 2014 Unfortunately I am running into a lot of problems with the newest RC (8)... granted I'm upgrading from 2.1 Small issues: ScaleManager.NO_SCALE only works as expected if you provide no minWidth, maxWidth, height etc. PIXI.graphics seems to be broken. drawCircle and drawEllipse no longer draw anything, and drawRoundedRect throws an exception (triangles is null) - it appears that drawCircle and drawEllipse use diameter now instead of radiusBig Issues: TileMap is not working correctly. Culling seems to be broken. On Chrome and Firefox I get missing tiles at the bottom as I drag: And in Safari (desktop and mobile) it is even worse: 2. I have a tilesprite that uses a spritesheet with animations and the animations do not play. Link to comment Share on other sites More sharing options...
rich Posted November 20, 2014 Author Share Posted November 20, 2014 The Tilemap one is interesting - would you mind sharing the map data + png? I've tested all the tilemap examples we've got and they work, but it looks like something is up. I'm somewhat at the mercy of Pixi Graphics issues I'm afraid, although there are even more fixes merged into Phaser dev now (more than RC8 had). I'll test the animated tilesprite now though. Link to comment Share on other sites More sharing options...
neurofuzzy Posted November 20, 2014 Share Posted November 20, 2014 Actually re: I have a tilesprite that uses a spritesheet with animations and the animations do not play. This does not work in Phaser 2.1.3 either:this.load.spritesheet('waters', 'waters.png', 32, 400, 32);var v = {];v.water = state.add.tileSprite(0, 24 * 16, 128 * 16, 24 * 16, 'waters');v.water.animations.add('waves0', [0, 1, 2, 3, 2, 1]);v.water.animations.add('waves1', [4, 5, 6, 7, 6, 5]);v.water.animations.add('waves2', [8, 9, 10, 11, 10, 9]);v.water.animations.add('waves3', [12, 13, 14, 15, 14, 13]);v.water.animations.add('waves4', [16, 17, 18, 19, 18, 17]);v.water.animations.add('waves5', [20, 21, 22, 23, 22, 21]);v.water.animations.add('waves6', [24, 25, 26, 27, 26, 25]);v.water.animations.add('waves7', [28, 29, 30, 31, 30, 29]);var n = 3; // change to animation numv.water.animations.play('waves' + n, 8, true); The water should appear to ripple and changing the value n should change the color Link to comment Share on other sites More sharing options...
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