Comments (5)
So, I got it to "run". The build system is so great, that I can not debug Spine related sources via source maps, as it refuses to work with the inline source maps we generate for our packages. Good stuff.
In any case, it seems like Phaser loads the assets from the wrong URL. Here it tries to load an image from a text/html
, indicating that the server serving the assets returned bogus data. Funny, instead of a 404, the server just serves the index.html with status code 200.
Looking into the dev console networking tab, it seems like nullspineboy-pma.png
is being loaded, which obviously does not exist.
The issue is in SkeletonAtlasFile.onFileComplete
. It tries to construct a URL relative to the atlas file name to get the atlas PNG images. That fails, as you serve assets directly from the root directory.
I've published a new package to NPM, version 4.1.51 that fixes the issue.
Possibly reconsider using React if all you are going to create is a game. Vanilla Phaser is plenty good enough for that, without all the ceremony and cruft introduced by React.
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I have zero experience with React or Redux, so it's a bit hard for me to dig into your repro project. Where do I have to look?
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Thanks it works this way, but it still fails if I use this.load.setPath('assets');
So files needed are inside assets file as follows
And it seems it is not correctly adding that path as it does not load the atlas file.
I am using react as I want my game to be inside a website, please if there is any other way of doing this by with vanilla phaser somehow I would love you pointing me to some kind of guide or doc
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Is there any update on this?
I have the same problem.
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Related Issues (20)
- [ts] WebGPU support and Spine-Pixi runtime HOT 2
- [c] Scale Problem after 4.2 Upgrade HOT 4
- [ue] The cast shadow is slightly off the skeleton's boundary when using `SpineLitNormalMaterial`. HOT 1
- [runtimes] Copy constructor for Constraints reference bones and slots of the original skeleton HOT 2
- [spine-csharp] Skeleton.PhysicsRotate references the field r instead of the parameter x HOT 1
- [unity] SkeletonGraphicRenderTexture example component RenderTexture distorted
- [godot] Crash in SpineSlotNode if SpineSprite parent does not have skeleton data set HOT 5
- [runtimes] Skeleton.getBounds() should apply clipping
- [godot] Leak in editor when scene with multiple SpineSpriteNodes is open
- [spine-csharp] MathUtils.Atan2Deg isn't defined when USE_FAST_SIN_COS_ATAN2_APPROXIMATIONS is defined HOT 1
- [TS] MixDuration setter issues HOT 3
- [unity] UpdateWhenInvisible incorrect when using SkeletonRenderSeparator
- [unity] SkeletonGraphicRenderTexture incorrect alpha blending
- [ue] The `SetSlotColor` node accepts only 0 or 1 `Color` value, despite its parameters being of byte types.
- [ue] Quickly support UE5.4.1 HOT 1
- [godot]Rotating bones with `Gravity` of physics constraints gives different results than in the editor.
- [flutter] cpp file not found HOT 2
- [flutter] Animation may not be applied correctly to the skin bones of the mix-and-match skeleton in the Dress Up example. HOT 1
- [ts][pixi] Add `tint` property for Pixi's convention HOT 1
- [unity] SkeletonRenderTexture ArgumentException when mesh empty HOT 1
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