Uncaught TypeError: transform(...).then is not a function at Imagepack.DisplayObject.shake (WebStoryEngine.js:14002) at Interpreter.runCommand (WebStoryEngine.js:11754) at Interpreter.next (WebStoryEngine.js:11601) at WebStoryEngine.js:11593 DisplayObject.shake @ WebStoryEngine.js:14002 Interpreter.runCommand @ WebStoryEngine.js:11754 Interpreter.next @ WebStoryEngine.js:11601 (anonymous) @ WebStoryEngine.js:11593
It only happens when dx or dy have a value (that is, when using shake actually tries to do something)
The text was updated successfully, but these errors were encountered:
This is now fixed and will be part of release 2017.1.1. I had to basically re-implement the effect because the code was a little weird and I didn't know how change it (it's one of the few parts I didn't write myself).
This bug was caused by updating the transform function; when the dx attribute was set, the transform function was used like in an older version with a different API.
There's also been a change regarding the attributes:
The period attribute has been removed; instead we now have a times attribute for specifying the number of times the asset should shake back and forth.
When using the "shake" command like this:
. shake @backgrounds, dx 20
The game crashes with this error:
Uncaught TypeError: transform(...).then is not a function at Imagepack.DisplayObject.shake (WebStoryEngine.js:14002) at Interpreter.runCommand (WebStoryEngine.js:11754) at Interpreter.next (WebStoryEngine.js:11601) at WebStoryEngine.js:11593 DisplayObject.shake @ WebStoryEngine.js:14002 Interpreter.runCommand @ WebStoryEngine.js:11754 Interpreter.next @ WebStoryEngine.js:11601 (anonymous) @ WebStoryEngine.js:11593
It only happens when dx or dy have a value (that is, when using shake actually tries to do something)
The text was updated successfully, but these errors were encountered: