valueerror Posted April 23, 2014 Share Posted April 23, 2014 if you have some sort of tablet to test or any idea why this would happen .. i'd appreciate some feedback..thx very much! edit: here is a link to the game:http://test.xapient.net/phaser/ALL/ Link to comment Share on other sites More sharing options...
plicatibu Posted April 23, 2014 Share Posted April 23, 2014 Hi. I have a Blackberry's Playbook. In case you want me to test in it, fell free to PM me. Regards. Link to comment Share on other sites More sharing options...
valueerror Posted April 23, 2014 Author Share Posted April 23, 2014 damn.. i forgot to post the link http://test.xapient.net/phaser/ALL/ thx! Link to comment Share on other sites More sharing options...
valueerror Posted April 23, 2014 Author Share Posted April 23, 2014 oke.. i testet the very same code with phaser 2.0.2 and it also crashed - so i sat down for a minute an thought about what else i changed (besides the update to 2.0.3) - there was only one thing.. i added a frame counter: create:game.time.advancedTiming = true;fpsText = this.game.add.text(game.camera.width-60, 10, '', { font: '16px Arial', fill: '#ffffff' } ); fpsText.fixedToCamera = true;update: if (game.time.fps !== 0) { fpsText.setText(game.time.fps + ' FPS'); }if i delete this framecounter it will not crash anymore on my tablet.. that's really strange.. is something wrong with the way i implement this frame counter? why wouldn't it crash on the desktop just on my tablet (nexus 7 chrome browser) ?? !! i guess this thread is solved.. but the question remains .. why the hell? Link to comment Share on other sites More sharing options...
jpdev Posted April 23, 2014 Share Posted April 23, 2014 Does other text work on the tablet?Does other text with arial as the font work on the tablet?(Other then the font beeing the problem, I have no idea what could be it.. all your other ingame text hints seem to sprites, so no fonts involved) Link to comment Share on other sites More sharing options...
valueerror Posted April 23, 2014 Author Share Posted April 23, 2014 the score is a text.. to be sure i'll try it without a font style (tomorrow) to determine if it's the text or the game.time ... Link to comment Share on other sites More sharing options...
valueerror Posted April 24, 2014 Author Share Posted April 24, 2014 neither text nor font-styles are responsible for the crash - it's showing game.time.fps on state change! if i make sure that (in the update loop) the text that shows the fps is not updated anymore right before the state change i can prevent the crash. pseudo:if gamestate == running : showfpselse if gamestate == lost OR gamestate == win : dontshowpfs the moment my player finished the level gamestate is set to "win" and the fps update stops.. thats ok but definitely a workaround for a bug Link to comment Share on other sites More sharing options...
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