Patrick Stephen
Patrick Stephen
I'd start with console.log(Crafty("Rockets")) and look at the rockets' data. If anything important is null or NaN they won't show up. I can't find the boss in your code structure...
So It looks like you currently load assets throughout the time the program is running, including rocket.png, right? Have you tried loading them all at start instead? It might also...
I know WebGL is particular about requiring sprites explicitly after requiring WebGL in entities. I'd expect it to throw an error if that was the cause, though.
Locally you should make sure your browser isn't caching any files. Considering the dimensions of the image changing caused a fix, it's probably worth mentioning that webGL only makes full...
I'm working on a webgl project with upwards of 300 images, most around 30x50, and haven't seen this behavior, but we also exclusively use spritesheets and load everything at start.
You can put them all in one sheet with smaller dimension labels and explicit width and height sprite calls but with three separate consistently sized entities three sheets will have...
I think the implication is you make multiple load calls to the same file name.
If it's a large file, it will load the entire thing and then play it, which would take more time-- We currently don't stream the audio, which would reduce loading...
Right, we currently don't even have a placeholder structure that would just return "not supported" errors for playing on osx. For oak, I believe there are bugs in shiny that...
@peterhellberg Give it a try with that merge?