Hello,
I’m fairly new to Cocos2d, so it might be a easy question.
Every time I start a new debug run for my project, i have to manually save every single .js file, so it get uploaded on the android app/html5 web/win32, because it seems to wait endlessly for the remaining .js files. It’s very stressfull to pseudo change every .js file so i can save it and force it to be uploaded to the app.
Does anyone know what i am doing wrong? I appreciate every advice. Thank you.
Console output (android):
Start LaunchActivity net.panddha.color.ColorClash/org.cocos2dx.javascript.AppActivity
cocos2d: fullPathForFilename: No file found at DroidSans. Possible missing file.
cocos2d: fullPathForFilename: No file found at DroidSans. Possible missing file.
cocos2d: fullPathForFilename: No file found at DroidSans. Possible missing file.
debug server : client connected
JS: asyncListen....
(evaluatedOK == JS_FALSE)
JS: /data/data/net.panddha.color.ColorClash/files/debugruntime/src/resource.js:12:ReferenceError: pipe_png is not defined
(evaluatedOK == JS_FALSE)
console output (win32):
Ready for GLSL
Ready for OpenGL 2.0
{
gl.version: 4.4.0
gl.supports_NPOT: true
cocos2d.x.version: cocos2d-x 3.1
cocos2d.x.compiled_with_profiler: false
cocos2d.x.build_type: DEBUG
cocos2d.x.compiled_with_gl_state_cache: true
gl.max_texture_size: 16384
gl.vendor: NVIDIA Corporation
gl.renderer: GeForce GTX 660 Ti/PCIe/SSE2
gl.max_texture_units: 192
gl.supports_ETC1: false
gl.supports_S3TC: true
gl.supports_ATITC: false
gl.supports_PVRTC: false
gl.supports_BGRA8888: false
gl.supports_discard_framebuffer: false
gl.supports_vertex_array_object: true
}
Console: listening on 0.0.0.0 : 6050
Console: listening on 0.0.0.0 : 6060
debug server : client connected
JS: asyncListen....
(evaluatedOK == JS_FALSE)
JS: C:/Users/Dominik/Documents/Workspace/ColorClash/src/resource.js:12:ReferenceError: pipe_png is not defined
(evaluatedOK == JS_FALSE)