Ironcheese Posted September 16, 2015 Share Posted September 16, 2015 (edited) Hi everyone, I just encountered a strange bug - but I am not sure if it is actually a bug.In my game I have a rounded rectangle which I create like this:this.speechbubble = this.game.add.graphics(10,35);this.speechbubble.beginFill(0xffffff, 1).drawRoundedRect(0,0,width,height,5);If I set height to excatly 150 Pixel I get following error:"TypeError: s is null" which is somewhere deep in phaser.min.js This does not happen when using a height of 149 or 151 pixel. Cheers EDIT: It seems to connect with the roundness.... if I set the radius to something else than 5 it works with a width of 150. Edited September 16, 2015 by Ironcheese Link to comment Share on other sites More sharing options...
stamas47 Posted February 17, 2016 Share Posted February 17, 2016 Up. I am experiencing the same issue with roundedRectangles. PIXI.PolyK.Triangulate returns null in some cases. It kills the whole game. Link to comment Share on other sites More sharing options...
fillmoreb Posted February 17, 2016 Share Posted February 17, 2016 Try updating to Phaser 2.4.5. It says in the update notes that PolyK has been replaced. Might fix the issue. Zeterain 1 Link to comment Share on other sites More sharing options...
leaf37 Posted February 18, 2016 Share Posted February 18, 2016 An interesting bug :-D Link to comment Share on other sites More sharing options...
rudyardcatling Posted March 27, 2020 Share Posted March 27, 2020 (edited) phaser 3.22.0 |WebGl|Web Audio an interesting bug indeed ... i get it on this.object.setStroke() after starting a scene and then starting the first one again. everything freezes and "s is null" hard to re-create out of context, i got it fixed by making the update wait until the object was complete when i logged it the object "this.quotation" seemed to have "scene" property undefined for a few cycles which made it crash on the first run , so i add in the update a check for typeof this.object.scene (until defined) ... it works but im not sure what i do wrong here, it looks like the update() is running before create has finished when i re-start scene 1 after clicking back from scene2 ... "it works" is fine but "i understand" would be better, lol .... i thought scene.start means all the others quit and i thought scene.start means update stops running until load and create are done but apparently that's not (always) so ... learn a little every day, i'll never get to three.js like this heh still some of the most awesome stuff i found in the past years, kudos!!!! if i knew what i was doing i'd feel like the ancients who had to wait for the scanlines on the screen now ... this beats tv during a zombie apocalypse by a few lightmiles at least ... Edited March 27, 2020 by rudyardcatling Link to comment Share on other sites More sharing options...
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