espace Posted February 9, 2017 Share Posted February 9, 2017 hi, i'm searching to make a prototype with the weapon class but that don't work. i have this error : phaser.min.js:6 Uncaught TypeError: a.parent.removeChild is not a function at c.World.b.DisplayObjectContainer.addChildAt (phaser.min.js:6) at c.World.b.DisplayObjectContainer.addChild (phaser.min.js:6) at c.World.c.Group.add (phaser.min.js:11) at c.GameObjectFactory.existing (phaser.min.js:14) at Object.create (main.js:322) at c.StateManager.loadComplete (phaser.min.js:10) at c.StateManager.preUpdate (phaser.min.js:10) at c.Game.updateLogic (phaser.min.js:12) at c.Game.update (phaser.min.js:12) at c.RequestAnimationFrame.updateRAF (phaser.min.js:18) however i take this from these example https://phaser.io/examples/v2/weapon/asteroids what 's wrong ? Thanks. weapon = function(){ Phaser.Weapon.call(this,game,20,'rect') this.bulletKillType = Phaser.Weapon.KILL_WORLD_BOUNDS; // Because our bullet is drawn facing up, we need to offset its rotation: this.bulletAngleOffset = 90; // The speed at which the bullet is fired this.bulletSpeed = 400; // Speed-up the rate of fire, allowing them to shoot 1 bullet every 60ms this.fireRate = 60; // Add a variance to the bullet angle by +- this value this.bulletAngleVariance = 10; this.canon = game.add.sprite(320, 500, 'rect'); game.physics.arcade.enable(this.canon); // Tell the Weapon to track the 'player' Sprite, offset by 14px horizontally, 0 vertically this.trackSprite(this.canon, 14, 0); } weapon.prototype = Object.create(Phaser.Weapon.prototype) weapon.prototype.constructor = weapon weapon.prototype.update = function() { this.fire() } var game_state = { create: function(){ game.physics.startSystem(Phaser.Physics.ARCADE) this.canon=new weapon() game.add.existing(this.canon) }, } Link to comment Share on other sites More sharing options...
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