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Headless mode not working #2464
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Thanks for submitting this issue. We have fixed this, and the fix has been pushed to the |
photonstorm
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May 16, 2016
…der the output to the canvas. The canvas is still created (although not added to the DOM), as it's required internally, but no rendering now takes place on it (thanks @ForgeableSum #2464)
chao-xian
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Jun 2, 2016
* upstream/master: (990 commits) Phaser 2.4.8 release. Update Documentation in Game.js Sprites that had a tint on them, that then had their frame changed via either `Sprite.frame` or `Sprite.frameName` wouldn't re-tint the new frame, and would become stuck on the old frame in Canvas mode (thaks @spayton phaserjs#2453) Sounds played using the Audio tag, set to loop, would get caught in an endless pause-play loop cycle (thanks @rroylance phaserjs#2473) Position in Body.reset phaserjs#2470 Sounds played using the Audio tag, that were paused and then resumed again (either directly in code, or via a game pause event) would not resume from the point at which they paused (thanks @rroylance phaserjs#2473) If you set Game.renderType to `Phaser.HEADLESS` it will no longer render the output to the canvas. The canvas is still created (although not added to the DOM), as it's required internally, but no rendering now takes place on it (thanks @ForgeableSum phaserjs#2464) Arcade Physics Body has a new property `worldBounce`. This controls the elasticity of the Body specifically when colliding with the World bounds. By default this property is `null`, in which case Body.bounce is used instead. Set this property to a Phaser.Point object in order to enable a World bounds specific bounce value (thanks @VitaZheltyakov phaserjs#2465) Fixed a bug in Arcade Physics Body.preUpdate which would incorrectly apply the position of an offset Body (one which has had Body.setSize used on it) when combined with a Sprite with a non-zero anchor (thanks @SBCGames phaserjs#2470) Arcade Physics has had a new `world` argument added to the following functions: `distanceBetween`, `distanceToXY`, `distanceToPointer`, `angleBetween`, `angleToXY` and `angleToPointer`. The argument (which is false by default), when enabled will calculate the angles or distances based on the Game Objects `world` property, instead of its `x` and `y` properties. This allows it to work for objects that are placed in offset Groups, or are children of other display objects (thanks @Skeptron for the thread phaserjs#2463) TS defs fix phaserjs#2475 Text.setStyle has a new argument `update` which will optionally automatically call `updateText` after setting the new style (thanks @staff0rd phaserjs#2478) fix generateTexture return type BitmapData.copy, and by extension any method that uses it, including BitmapData.draw, drawGroup and drawFull, now all support drawing RenderTexture objects. These can either be passed directly, or be the textures of Sprites, such as from a call to generateTexture. Docs update. Removed, this has gone to its own branch. BitmapData.drawGroupProxy is now capable of iterating through Sprites that have children, and also now uses the world positions for drawing instead. Swap to use worldScale instead of worldTransform. Revert worldScale setter. Typo fix. ...
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This Issue is about:
I suspect headless mode may not be working in the latest version of Phaser. Someone else on the forum was experiencing the same problem:
http://www.html5gamedevs.com/topic/21425-headless-mode-multiplayer-game/#comment-121863
What I see when I run headless mode appears to be the same thing I see in canvas mode:
var game = new Phaser.Game('100','100',Phaser.HEADLESS,'game',null,true,false);
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