Bhagya Posted June 18, 2021 Share Posted June 18, 2021 Hi, I am working on my first 2D game with phaser 3. I have set up vscode with node https server and running it to deploy the game on localhost. While the game gets compiled successfully and deployed I get a run time error when executing the collider and overlap function. For the time being I have a title screen with "welcome to my game" text and it is clickable. One you click that you are navigating to play scene. When naigating to play scene I am getting the error displayed in the following scrren shot. I suspect that this is caused by 'this' keyword and the scope of it. But I have no idea how to fix that. I spent 2-3 hours debugging and playing with 'this.' here and there but I am still clueless as to how I can fix this and what I did wrong. I have added my code below as well. Any help will be greatly appriciated. The comment " //Error on "is parent undefined" " is added to mark the lines I get the error. import Phaser from 'phaser'; class PlayScene extends Phaser.Scene { constructor() { super('PlayScene'); } create() { var player; var stars; var bombs; var bomb; var platforms; var cursors; var score = 0; var gameOver = false; var gameOverText; var scoreText; var leftKey; var rightKey; var upKey; var repeatStarCount; this.add.image(400, 300, 'sky'); platforms = this.physics.add.staticGroup(); platforms.create(390, 568, 'ground1'); platforms.create(750, 200, 'ground2'); platforms.create(0, 150, 'ground4'); platforms.create(690, 420, 'ground4'); platforms.create(100, 320, 'ground4'); player = this.physics.add.sprite(100, 450, 'dude'); player.setBounce(0.2); player.setCollideWorldBounds(true); player.setScale(0.15); player.setSize(300, 400, false); player.body.offset.y = 0; player.body.offset.x = 0; // Input Events this.cursors = this.input.keyboard.createCursorKeys(); this.leftKey = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.LEFT); this.rightKey = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.RIGHT); this.upKey = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.UP); // player animations this.anims.create({ key: 'LeftRun', frames: this.anims.generateFrameNumbers('dude', { start: 14, end: 17 }), frameRate: 10, repeat: -1 }); this.anims.create({ key: 'LeftJump', frames: [{ key: 'dude', frame: 13 }], frameRate: 10, repeat: -1 }); this.anims.create({ key: 'LeftIdle', frames: this.anims.generateFrameNumbers('dude', { start: 9, end: 10 }), frameRate: 10, repeat: -1 }); this.anims.create({ key: 'LeftDizzy', frames: this.anims.generateFrameNumbers('dude', { start: 10, end: 11 }), frameRate: 10, repeat: -1 }); this.anims.create({ key: 'RightRun', frames: this.anims.generateFrameNumbers('dude', { start: 5, end: 8 }), frameRate: 10, repeat: -1 }); this.anims.create({ key: 'RightJump', frames: [{ key: 'dude', frame: 4 }], frameRate: 10, repeat: -1 }); this.anims.create({ key: 'RightIdle', frames: this.anims.generateFrameNumbers('dude', { start: 0, end: 1 }), frameRate: 10, repeat: -1 }); this.anims.create({ key: 'RighttDizzy', frames: this.anims.generateFrameNumbers('dude', { start: 2, end: 3 }), frameRate: 10, repeat: -1 }); // Some stars to collect, 12 in total, evenly spaced 70 pixels apart along the x axis repeatStarCount = 10; this.stars = this.physics.add.group({ key: 'star', repeat: repeatStarCount, setXY: { x: 8, y: 0, stepX: 50 }, setScale: { x: 0.05, y: 0.05 } }); this.stars.children.iterate(function(child) { child.setBounceY(Phaser.Math.FloatBetween(0.4, 0.8)); }); this.bombs = this.physics.add.group(); var style = { font: "30px Arial", fill: "#ffff00", stroke: "#535353", align: "center", strokeThickness: 15, }; var style1 = { font: "40px Arial", fill: "#ffff00", stroke: "#535353", align: "center", strokeThickness: 15, }; scoreText = this.add.text(0, 0, "Score: 0", style); gameOverText = this.add.text(300, 250, "Game Over", style1); gameOverText.visible = false; // Collide the player and the stars with the platforms this.physics.add.collider(player, platforms); this.physics.add.collider(stars, platforms); this.physics.add.collider(bombs, platforms); //Error on "is parent undefined" this.physics.add.overlap(player, stars, () => { star.disableBody(true, true); // Add and update the score score += 10; scoreText.setText('Score: ' + score); if (stars.countActive(true) === 0) { repeatStarCount = +3; // A new batch of stars to collect stars.children.iterate(function(child) { child.enableBody(true, child.x, 0, true, true); }); var x = (player.x < 400) ? Phaser.Math.Between(400, 800) : Phaser.Math.Between(0, 400); var bomb = bombs.create(x, 16, 'bomb'); bomb.setBounce(1); bomb.setCollideWorldBounds(true); bomb.setVelocity(Phaser.Math.Between(-200, 200), 20); bomb.allowGravity = false; } }, null, this); //Error on "is parent undefined" this.physics.add.collider(player, bombs, () => { this.physics.pause(); if (player.anims.currentAnim.key === 'RightRun' || player.anims.currentAnim.key === 'RightIdle' || player.anims.currentAnim.key === 'RightJump') { player.anims.play('RighttDizzy'); } if (player.anims.currentAnim.key === 'LeftRun' || player.anims.currentAnim.key === 'LeftIdle' || player.anims.currentAnim.key === 'LeftJump') { player.anims.play('LeftDizzy'); } gameOver = true; let timer = this.time.delayedCall(500, () => { player.anims.stop(); gameOverText.visible = true; }, [], this); }, null, this); } update() { if (this.gameOver) { return; } if (this.cursors.left.isDown) { player.setVelocityX(-160); player.anims.play('LeftRun', true); } else if (this.cursors.right.isDown) { player.setVelocityX(160); player.anims.play('RightRun', true); } else if (Phaser.Input.Keyboard.JustUp(this.leftKey)) { player.setVelocityX(0); player.anims.play('LeftIdle', true); } else if (Phaser.Input.Keyboard.JustUp(this.rightKey)) { player.setVelocityX(0); player.anims.play('RightIdle', true); } else if (Phaser.Input.Keyboard.JustUp(this.upKey) && player.anims.currentAnim != null) { if (player.anims.currentAnim.key === 'LeftJump') { player.anims.play('LeftIdle', true); } if (player.anims.currentAnim.key === 'RightJump') { player.anims.play('RightIdle', true); } } else if (this.cursors.up.isDown && player.anims.currentAnim != null) { if (player.anims.currentAnim.key === 'RightIdle') { player.anims.play('RightJump', true); if (player.body.touching.down) { player.setVelocityY(-350); } } if (player.anims.currentAnim.key === 'LeftIdle') { player.anims.play('LeftJump', true); if (player.body.touching.down) { player.setVelocityY(-350); } } } } } export default PlayScene; Link to comment Share on other sites More sharing options...
Bhagya Posted June 18, 2021 Author Share Posted June 18, 2021 I solved this problem. The issue is actually related to variable declaration. So I moved all the variable declarations in to the constructor and that fixed the problem. I don't know whether that is a common practice or not anyway. Link to comment Share on other sites More sharing options...
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