(CanvsEngine) Collission problem ( TypeError: this._polygon[this._frame] is undefined) [on hold]

Posted by user2127102 on Game Development See other posts from Game Development or by user2127102
Published on 2013-10-26T15:12:28Z Indexed on 2013/10/26 16:10 UTC
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How can i fix this error

TypeError: this._polygon[this._frame] is undefined

Heres my code:

html:

<!DOCTYPE Html>
<head>
    <meta charset="utf-8">
    <title>Project</title>
    <link href="css/style.css" rel="stylesheet">
    <script src="http://ajax.googleapis.com/ajax/libs/jquery/1.7.1/jquery.min.js" type="text/javascript"></script>
    <script src="js/canvasengine-1.3.0.all.min.js"></script>
    <script src="js/extends/Input.js"></script>
    <script src="main.js"></script>
</head>
<body>
    <canvas id="window"></canvas>
</body>

main.js:

var canvas = CE.defines("window").
extend(Input).
ready(function() {
    canvas.Scene.call("Game");
});

canvas.Scene.new({
    name: "Game",
    materials: {
    images: {
    player: "img/character.png",
    Wall: "img/TestWall.png"
    }
 },

ready: function(stage) {
var _canvas = this.getCanvas();
_canvas.setSize("browser", "strech");


this.Player = Class.new("Entity", [stage]);
this.Player.el.drawImage("player");
stage.append(this.Player.el);

this.Wall = Class.new("Entity", [stage]);
this.Wall.el.drawImage("Wall");
this.Wall.position(300, 0);
stage.append(this.Wall.el);

},
render: function(stage) {

//Controls ======
//Control calculations

var self = this;

this.Mover_A;
this.Mover_D;
this.Mover_W;
this.Mover_S;

canvas.Input.keyDown(Input.A, function(e) {
    self.Mover_A = true;
 });
 canvas.Input.keyDown(Input.D, function(e) {
    self.Mover_D = true;
 });
 canvas.Input.keyDown(Input.W, function(e) {
    self.Mover_W = true;
 });
 canvas.Input.keyDown(Input.S, function(e) {
    self.Mover_S = true;
    console.log(self.Mover_S);
 });


 canvas.Input.keyUp(Input.A, function(e) {
    self.Mover_A = false;
 });
 canvas.Input.keyUp(Input.D, function(e) {
    self.Mover_D = false;
 });
 canvas.Input.keyUp(Input.W, function(e) {
    self.Mover_W = false;
 });
 canvas.Input.keyUp(Input.S, function(e) {
    self.Mover_S = false;
 });

x = 0;
y = 0;

if(this.Mover_A)x -= 1.5; //A
if(this.Mover_D)x += 1.5;//D
if(this.Mover_W)y -= 1.5;//W
if(this.Mover_S)y += 1.5; //S

this.Player.move(x, y);

this.Player.hit("over", [this.Wall], function(state, el) {
    this.Player.move(x * -1, y * -1);
});

//End Controls =====
stage.refresh();
}
});

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