metalNumb Posted December 23, 2014 Share Posted December 23, 2014 Hey all. Here's the problem that i am having. I have this player class called "Avatar", and i am trying to add some animations to that sprite created. Here's what i mean. function Avatar(game,spriteTag,x,y) { // Initialize Player Phaser.Sprite.call(this,game,x,y,spriteTag); //Calls SPRITE constructor ONLY this.animations.add('move',[0,1,2,3,4,5,6,7,8,9]); game.physics.arcade.enable(this); this.health = null ; this.energy = null ;}Avatar.prototype.constructor = Avatar;Avatar.prototype = { moveRight: function () { this.body.velocity.x = +500; this.animations.play('move',35,true); },....}Avatar.prototype = Object.create(Phaser.Sprite.prototype);Without animations added, this works fine. In the main code i just create an instance of the Avatar object, but with the animations added it gives this error.Uncaught TypeError: Cannot read property 'add' of undefined phaser.js: 52890Does this mean that the property "animations" won't get inherited to the extended class Avatar for some reason ? Maybe because Sprite.call only calls the constructor ? I'm not sure about the structure of the phaser code though. How could this be fixed ? Appreciate your help. Thanks in advance. Link to comment Share on other sites More sharing options...
lewster32 Posted December 23, 2014 Share Posted December 23, 2014 It looks like you're overwriting the prototype rather than extending it - your code should be something more like this:function Avatar(game,spriteTag,x,y) { // Initialize Player Phaser.Sprite.call(this,game,x,y,spriteTag); //Calls SPRITE constructor ONLY this.animations.add('move',[0,1,2,3,4,5,6,7,8,9]); game.physics.arcade.enable(this); this.health = null ; this.energy = null ;}Avatar.prototype = Object.create(Phaser.Sprite.prototype);Avatar.prototype.constructor = Avatar;Avatar.prototype.moveRight = function () { this.body.velocity.x = +500; this.animations.play('move',35,true);};... metalNumb 1 Link to comment Share on other sites More sharing options...
metalNumb Posted December 23, 2014 Author Share Posted December 23, 2014 Can you please explain it more why adding the constructor line after object creation line makes it extending rather than overriding ?I know the difference in usual OOP but i don't get it in prototyping terms. (Sorry I'm a Total newbie in prototyping ) Thanks for the reply !!! Link to comment Share on other sites More sharing options...
metalNumb Posted December 23, 2014 Author Share Posted December 23, 2014 Also i have tried it and it gives an error in this line in phaser.js ... this.onTextureUpdate(); TypeError: this.onTextureUpdate is not a function. Link to comment Share on other sites More sharing options...
lewster32 Posted December 23, 2014 Share Posted December 23, 2014 Can you please explain it more why adding the constructor line after object creation line makes it extending rather than overriding ? Best explained with your original code:// Here we're setting the existing prototype's constructorAvatar.prototype.constructor = Avatar;// Now we're totally replacing the entire prototype with a new objectAvatar.prototype = { moveRight: function () { this.body.velocity.x = +500; this.animations.play('move',35,true); },....}// And now we're totally replacing the entire prototype again, this time with the Phaser.Sprite prototypeAvatar.prototype = Object.create(Phaser.Sprite.prototype);The onTextureUpdate function comes from the PIXI.Sprite object that Phaser.Sprite extends, but the way you're extending the Sprite object is killing off the prototype. If you ensure that rather than replacing the whole prototype with a new object you instead add each new method to the prototype individually, you should hopefully find it works. When you extend an object in JavaScript using Phaser's method, you are doing the following:Create a new constructor object (a function)Give that new constructor the prototype of the object you're extending (the 'super' object)Ensure the constructor for the extended object is set to the new function and not the super object's constructor function, otherwise instantiating it will cause the super object's constructor to run automatically instead of your extended oneNow that your object has the correct constructor and inherits all of the super object's prototypes, you can add your own and overwrite any that already exist, but you must do this per property, rather than totally replacing the whole prototypeThen when you instantiate the new extended object, you have a properly extended object with the right constructor, all you have to do then is call the 'super' object's constructor somewhere to initialise all of its values and so on. metalNumb 1 Link to comment Share on other sites More sharing options...
metalNumb Posted December 23, 2014 Author Share Posted December 23, 2014 Thank you so much ! This makes complete sense and you did a GREAT job explaining that ! This is my code now. function Avatar(game,spriteTag,x,y) { // Initialize Player Phaser.Sprite.call(this,game,x,y,spriteTag); // Calls SPRITE constructor ONLY this.animations.add('move',[0,1,2,3,4,5,6,7,8,9]); game.physics.arcade.enable(this); this.health = null ; this.energy = null ;}Avatar.prototype = Object.create(Phaser.Sprite.prototype); // SUPERAvatar.prototype.constructor = Avatar;Avatar.prototype.update = function(){};Avatar.prototype.moveRight = function () { this.body.velocity.x = +500; this.animations.play('move',35,true); };But now i still have this error : TypeError: this.game.onPause is undefined and it seems that this line causes it, because when i comment it out it works fine. this.animations.add('move',[0,1,2,3,4,5,6,7,8,9]); Link to comment Share on other sites More sharing options...
metalNumb Posted December 24, 2014 Author Share Posted December 24, 2014 Any help would be very appreciated. Link to comment Share on other sites More sharing options...
metalNumb Posted December 24, 2014 Author Share Posted December 24, 2014 Here's the error in more detail... This is a different error that is generated while using CHROME.The Error in above posts is generated while using FIREFOX. -- Uncaught TypeError: Cannot read property 'add' of undefined phaser.js:52890 Phaser.Animation phaser.js:52350 Phaser.AnimationManager.add phaser.js:52350 Avatar Avatar.js:10 myTrialGame.Game_Slim.create Game_Slim.js:30 **THIS IS MAIN FILE** Phaser.StateManager.loadComplete phaser.js:18686 Phaser.StateManager.preUpdate phaser.js:18459 Phaser.Game.updateLogic phaser.js:26512 Phaser.Game.update phaser.js:26464 Phaser.RequestAnimationFrame.updateRAF phaser.js:46326 _onLoop phaser.js:46310 Link to comment Share on other sites More sharing options...
metalNumb Posted December 25, 2014 Author Share Posted December 25, 2014 Well i figured that the property animations does not even exist in the created object.That is the reason for the error. ( i tried checking this.animations value in the constructor and also in the main code and it is undefined ) Can somebody please explain to me why animations is undefined ?Although i think i extended the Sprite without overriding the animations property or something. Is there something i am missing here ? I have tried creating an AnimationManager for my sprite object in the main code but that didn't work either.Gave me THIS error...Uncaught TypeError: Cannot read property 'getFrameIndexes' of nullPlease help. Link to comment Share on other sites More sharing options...
metalNumb Posted December 25, 2014 Author Share Posted December 25, 2014 Has anybody encountered something like that before ?Is it so unusual ? Link to comment Share on other sites More sharing options...
metalNumb Posted December 26, 2014 Author Share Posted December 26, 2014 UP ! Link to comment Share on other sites More sharing options...
lewster32 Posted December 26, 2014 Share Posted December 26, 2014 That's really odd. Out of interest which version of Phaser are you using? I've just put together a minimal test case to try and replicate your issue but mine is working fine... http://jsfiddle.net/lewster32/8qLrcnvp/ metalNumb and druphoria 2 Link to comment Share on other sites More sharing options...
metalNumb Posted December 26, 2014 Author Share Posted December 26, 2014 Thanks for taking the time and testing it for me. Well i am using the latest version phaser v2.2.1.And the Avatar class is in another file beside the main one ( if that would make any difference). But i am glad that it worked though and there are no other issues in my code. Link to comment Share on other sites More sharing options...
elennaro Posted January 9, 2015 Share Posted January 9, 2015 Same problem for me. Any help appreciated! Phaser 2.2.2 Link to comment Share on other sites More sharing options...
elennaro Posted January 9, 2015 Share Posted January 9, 2015 I have found the solution here: http://www.html5gamedevs.com/topic/4830-animations-adding-error-in-extended-sprite/?p=56740 Link to comment Share on other sites More sharing options...
Andles Posted April 18, 2015 Share Posted April 18, 2015 I had the same issue (without the prototype problem problem). I had done everything right but I hadn't used this.add.exisiting to tell my object to consider the animation a part of the overall game. this.game.add.existing(this); After adding this it suddenly decided to work! Complete working animation class/prototype below: 'use strict'; var Bar = function (game, spriteRef, x, y) { Phaser.Sprite.call(this, game, x, y, spriteRef); this.game.physics.enable(this, Phaser.Physics.ARCADE); this.animations.add("anim1",[6,5,4,3,2,1,2,3,4,5]); this.animations.play("anim1", 4, true); this.game.add.existing(this); // Solved the problem}; Bar.prototype = Object.create(Phaser.Sprite.prototype);Bar.prototype.constructor = Bar; Link to comment Share on other sites More sharing options...
san40511 Posted November 30, 2015 Share Posted November 30, 2015 try this http://www.html5gamedevs.com/topic/18946-animation-is-not-work/ Link to comment Share on other sites More sharing options...
JTronLabs Posted March 8, 2017 Share Posted March 8, 2017 The error I was receiving was: Quote Uncaught TypeError: Cannot read property 'getFrameIndexes' of null And I ended up with a different issue. I am extending a Sprite and my animations are in a textureAtlas/Spritesheet. The issue is that the animation uses frames, but the animation.add() does not know which spritesheet/textureAtlas the frames are from. I solved this issue by including the below code in the constructor. this.loadTexture(spriteSheetOrTextureAtlasKey); And now when I `add` an animation the `frames` array is pointing to the correct key. Link to comment Share on other sites More sharing options...
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