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sprite.anims.nextAnim change to undefined, will not recover from it
Version
- Phaser Version: 3.55.2
Description
https://newdocs.phaser.io/docs/3.55.1/Phaser.GameObjects.Sprite#chain https://newdocs.phaser.io/docs/3.55.2/Phaser.Animations.AnimationState#nextAnim
Chaining an animation set anims.nextAnim, if null, to the animation to chain, but after running sprite.play(...) the value turn to undefined, thus the animation to chain goes to anims.nextAnimsQueue leaving anims.nextAnim to undefined forever.
Example Test Code
console.log(sprite.anims.nextAnim) // null
sprite.chain(key)
console.log(sprite.anims.nextAnim) // given key
sprite.play(key)
console.log(sprite.anims.nextAnim) // undefined, it's a bug ?
full running code: (run on https://labs.phaser.io/edit.html)
class Example extends Phaser.Scene
{
constructor ()
{
super();
}
preload ()
{
this.load.atlas('knight', 'assets/animations/knight.png', 'assets/animations/knight.json');
this.load.image('bg', 'assets/skies/clouds.png');
}
create ()
{
// The background and floor
this.add.image(400, 16, 'bg').setOrigin(0.5, 0);
var text = this.add.text(400, 8, 'Click to execute the bug (see logs)', { color: '#ffffff' }).setOrigin(0.5, 0);
// Our animations
this.anims.create({
key: 'guardStart',
frames: this.anims.generateFrameNames('knight', { prefix: 'guard_start/frame', start: 0, end: 3, zeroPad: 4 }),
frameRate: 8
});
this.anims.create({
key: 'idle',
frames: this.anims.generateFrameNames('knight', { prefix: 'idle/frame', start: 0, end: 5, zeroPad: 4 }),
frameRate: 8,
repeat: -1
});
var lancelot = this.add.sprite(500, 300)
lancelot.setScale(8);
lancelot.play('idle');
// the bug to run here:
this.input.on('pointerdown', function () {
console.log(lancelot.anims.nextAnim) // null
lancelot.chain('guardStart')
console.log(lancelot.anims.nextAnim) // guardStart
lancelot.play('idle')
console.log(lancelot.anims.nextAnim) // undefined, it's a bug ?
}, this)
}
}
const config = {
type: Phaser.AUTO,
parent: 'phaser-example',
width: 800,
height: 600,
backgroundColor: '#026bc6',
pixelArt: true,
scene: [ Example ]
};
const game = new Phaser.Game(config);