neonwarge04 Posted August 14, 2015 Share Posted August 14, 2015 I can't seem to load a sprite without having exceptions. I had my Sprite getting exceptions since it is receiving undefine. One thing for sure this exist because it receives a texture which most probably cannot be located.I did the simple loading of texture in a separate js file like this. I am not fluent in JS by the way. function SpaceShip(filename){ this.mSpriteFile = filename; this.mFireRate = 0.25; this.mCollisionRadius = 42.0; this.mIsMarkedDestroyed; this.mPixelPosition = {x : 0 , y : 0}; this.mOnPixelPositionChanged = function(lastPosition , newPosition) { // } this.mTexture = PIXI.Texture.fromImage(filename); this.mSprite = PIXI.Sprite(this.mTexture); this.mSprite.anchor.x = 0.5; this.mSprite.anchor.y = 0.5;}Here is how my directory looks like|-_assets| - spaceship.jpg <--- Asset I wanted to load|-src| - Entities.class.js|-core| -pixi.js |-index.html I don't know what causing the sprite to receive an exception stating it cannot define 'anchor'. On debugger this.mSprite is undefine.I assume this is because the texture wasn't there in the first place. I also check the state of mTexture and found out the width and the height of the loaded texture is 0. I pretty sure none was loaded which lead me to believe it can't access the folder from another.Any ideas?Thanks! Quote Link to comment Share on other sites More sharing options...
bubamara Posted August 14, 2015 Share Posted August 14, 2015 you need to use new keyword to create PIXI.Spritethis.mSprite = new PIXI.Sprite(this.mTexture); Quote Link to comment Share on other sites More sharing options...
neonwarge04 Posted August 14, 2015 Author Share Posted August 14, 2015 @bubamara I've been fixing this for three hours >_> Thank you very much!But I changed my code since and I still get a black screen.index.html <!DOCTYPE HTML><html> <head> <title>Exercise 1</title> <script src="core/pixi.js"></script> <script src="src/example/Person.class.js"></script> <script src="src/Entities.class.js"></script> </head> <body> <script> var renderer = PIXI.autoDetectRenderer(800 , 600, {backgroundColor : 0x000000}); document.body.appendChild(renderer.view); var startingStage = new PIXI.Container(); var spaceshipTexture = PIXI.Texture.fromImage('_assets/textures/spaceship.png'); var enemyshipTexture = PIXI.Texture.fromImage('_assets/textures/enemyship.png'); var spaceshipSprite = new PIXI.Sprite(spaceshipTexture); var enemyshipSprite = new PIXI.Sprite(enemyshipSprite); var spaceship = new SpaceShip(spaceshipSprite); spaceship.setPixelPosition({x : 400 , y : 300}); startingStage.addChild(spaceship.getSprite()); animate(); function animate() { //spaceship.getSprite().rotation += 0.1; renderer.render(startingStage); } </script> </body> </html>Entities.class.js function SpaceShip(sprite){ this.mSprite = sprite; this.mFireRate = 0.25; this.mCollisionRadius = 42.0; this.mIsMarkedDestroyed; this.mPixelPosition = {x : 0 , y : 0}; this.mOnPixelPositionChanged = function(lastPosition , newPosition) { // }}SpaceShip.prototype.markDestroyed = function(){ this.mIsMarkedDestroyed = true;}SpaceShip.prototype.isMarkedDestroyed = function(){ return this.mIsMarkedDestroyed;}SpaceShip.prototype.setOnPositionChanged = function(callback){ this.mOnPixelPositionChanged = callback;}SpaceShip.prototype.setPixelPosition = function (position){ var previousPosition = this.mPixelPosition; this.mPixelPosition.x = position.x; this.mPixelPosition.y = position.y; this.mOnPixelPositionChanged(previousPosition , this.mPixelPosition); this.mSprite.position = this.mPixelPosition.x; this.mSprite.position = this.mPixelPosition.y;}SpaceShip.prototype.getSprite = function(){ return this.mSprite;} Quote Link to comment Share on other sites More sharing options...
neonwarge04 Posted August 14, 2015 Author Share Posted August 14, 2015 I found it!I forgot to call requestAnimationFrame on animate function. I think I need to rest for now.Thank you! Quote Link to comment Share on other sites More sharing options...
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