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I tried switching between melon files, and it stopped giving me errors. However, my bullets still don't collide with anything. It's strange because the player and enemies can collide just fine. Strange, strange problems!
Hi Jason,
On a side but related topic, for the next 0.9.8 version I think it would be nice as well to simplify the current me.Rect implementation and get rid of all that code that manage a rect within a rect. (who does not like more simple code!)
With Object Entity and Renderable now being managed completely differently, and renderable display alignment being set through the object entity anchorPoint, we could now use the entity inherited me.Rect coordinates as the collision rect.
What do you think, would this be somehow in line with the new collision implementation, and possibly a later integration with a chipmunk plugin ? from what I can see, melonJS could use the regular AABB rect from the object entity for collision, and then we are free to add a body property when using with chipmunk or box2d.
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On Tue, May 28, 2013 at 1:10 PM, gint...@gmail.com <gint...@gmail.com> wrote:
Great performance improvement over mobile devices,but still I can't get a sound on Android native WebKit browser using Android 2.3.7 and 2.2.
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I believe this is actually your keyboard. I have the same problem in my game but it works just fine when bound to other keys. It's just certain key combos.
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b_play.onClick = function()
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That's really confusing, because the error was totally my fault as I did not retyped the code as you provided for me here.
And it ALWAYS worked in the standard gameplay. But not in challenge.
var allLoadedFactory = (function () {// Total number of items to be loadedvar total = 0;// Track number of currently loaded itemsvar loaded = 0;// List of callbacksvar callbacks = [];// expected: The number of items that I want to load// onload: A callback to run when all items have loadedreturn function (expected, onload) {total += expected;// Add callback to listif (typeof(onload) === "function" && callbacks.indexOf(onload) < 0) {callbacks.push(onload);}// Fire the onload function(s) when all items have been loadedreturn function () {loaded++;if (loaded >= total) {// Fire all callbacksfor (var i = 0; i < callbacks.length; i++) {callbacks[i]();}// Reset factorytotal = 0;loaded = 0;callbacks = [];}};};})();
// An onload callbackfunction done() {console.log("done!");}// Run the factory, expecting to load 2 items by the first callbackvar x = allLoadedFactory(2, done);// And 1 more item by the second callbackvar y = allLoadedFactory(1, done);// Simulate asynchronous loads; the callbacks may run out-of-orderx();y();x();// -> done!
I just noticed your use of allLoadedFactory is not what was originally intended, since it is called multiple times. I suppose what you want then is modifying it to be useful under that pattern.But then there's no guarantee that the callback won't fire prematurely... Handling that edge case is probably more trouble than it is worth. :x
That's really confusing, because the error was totally my fault as I did not retyped the code as you provided for me here.--
And it ALWAYS worked in the standard gameplay. But not in challenge.
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