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TypeError: this.timeSamplesMap[lookupTime] is undefined #14
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Hello, In terms of looping, there is already a isLooping flag on the pack_renderer_object. When it is true, the animation should loop. Thanks |
It happens after the animation's last frame finishes. Happens with/without 'isLooping' set to true. CreaturePackModule.js:90:17 |
Hello, |
I forgot, my starting animation works. The player is idling correctly, it's just when changing the animation - at the end of the loop. Here is Chrome's output: Uncaught TypeError: Cannot read property 'beginTime' of undefined Here is my simple class: `
` |
I am still not sure why this is failing, very strange... If you call setActiveAnimation() instead does it run? |
You might want to check out the basic sample here: It too blends animations and runs without errors. It could be a useful reference for you. |
setActiveAnimation() works. Thanks. I was probably doing something wrong with blendAnimation... Thanks for your quick responses and support. |
I'm using creature with Phaser 3 (pack version) and I get this:
TypeError: this.timeSamplesMap[lookupTime] is undefined
when the animation ends. Would setting the animation to loop fix this? How do I do that?
My animation code is:
start_animation(name, speed, fade_time)
{
if(this.creature_object.pack_renderer.activeAnimationName == name) return;
`
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