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I'm creating games using phaser.io such that the same code runs either on my web site or embedded (using cocoonjs or cordova). I usually use chrome as my emulator, it's not bad.
- The thing is - the xdk emulator is the only place my code doesn't work!
If the emulator is buggy, I can't really use it. I'll have to re-verify every suspected bug in another emulator to see if it's really a bug. I may as well just use that other emulator...
I'm trying to sift through the issues. The frist one I can nail down is that custom Phaser.Sprite events dont work, for example:
musicOption = @game.add.sprite(10, 400, 'musicOption')
musicOption.inputEnabled = true
musicOption.events.onInputDown.add @musicOption, @
These don't fire in the emulator, but they do everywhere else, including brackets live view.
- Tags:
- HTML5
- Intel® XDK
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Since you will need to build with Crosswalk to insure your game runs on all Android devices I recommend you test/debug with the Debug tab. When you do that you will be running inside the Crosswalk webview on your device. It also provides a much more accurate rendition than the Emulate tab.

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