-
-
Notifications
You must be signed in to change notification settings - Fork 633
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
init (True) and TMX loadLevel issue #39
Comments
wow, good catch, and I'll try to reproduce it later and will see what's wrong. Thank you, and thank you for your feedback ! |
Ok, so I found the issue, since it's not a 5mn correction and since you maybe not use the github 0.9.3 version, here is a workaround that will also work with version 0.9.2 : onResetEvent: function() tell me it it does the trick for you. |
update event still not occur :( When the next release will come ? I have find out some work arround to do what I want so I can perhaps just wait :) |
oh... then it might be a little bit harder to fix :) just for me to know which kind of workaround are you using ? anyway, if you have a good workaround go ahead with it, the next release won't happen before I finished working on the Tiled map (to get isometric map working, JSON file loading) and add better mouse and touch event. That's more or less my plan for the next release, although I could split this depending if a new version if a major feature or bug correction is required. i will anyway let this ticket opened until a proper solution is found :) |
it's actually what I did, I was first thinking of placing some code on the screen object to manage some action (opening of door) but finally I just place the code inside the object itself but I have shown another annoying thing doing that and will open another thread :) So yes please let it open until it's corrected because I still think for clarity of the code some object must be place on the screen |
By the way if you can correct this bug and add the following features it can be interesting :)
What do you think ? |
For this first point, you can actually already access the layer information : From your game you can call the following function to get a reference to the required layer : And from that point you can call all the corresponding function, like getTile, setTile, etc... Where you are right, is that this is not yet documented, but with the code rewrite i've done in this version (on which I still need to work I'll add this in the documentation). In the meantime, you can check the source code and the following objects : For the second point, I'm not sure I actually really understand the usage for it. Also, if you don't mind I'd prefer you to create a new ticket, if you really think this is a needed feature. |
ok this was automatically closed by github (just realized it's automatic when you put "Fixed" before the ticket number), please however come and discuss this on ticket #75, as they are both the same :) |
Hello,
I'm quite new with MelonJs but I show something that I didn't expect and didn't find any topic related to that point.
Inside an init function if you place this.parent(true) you should be able to use draw and update function (http://www.melonjs.org/docs/symbols/me.ScreenObject.html#init), but if you load a TMX level those function are still not activated.
Code to test :
var PlayScreen = me.ScreenObject.extend(
{
init: function()
{
//can't work with a loadlevel
this.parent(true);
});
I think this is a bug since if we want to place keyb action not on object of the TMX but inside the PlayScreen 'class' we can't do it properly.
Thanks for your feedback.
PS: MelonJS is quite interesting, thanks for your work !!
The text was updated successfully, but these errors were encountered: