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Showing content with the highest reputation since 05/26/19 in all areas

  1. 2 points
    cafelatte

    Pixi.Mesh gl_FragColor Alpha Channel

    Hi, I've tried to change the Alpha Channel on gl_FragColor on a Mesh, but it doesn't show a result as I expect. For example, on the pixijs.io example ( https://pixijs.io/examples/#/mesh/triangle-color.js ) void main() { gl_FragColor = vec4(vColor, 1.0); } If we changed the line into void main() { gl_FragColor = vec4(vColor, 0.5); } It doesn't show any difference. Is there any workaround/settings I need to adjust to use the alpha channel correctly? Thanks.
  2. 2 points
    void main() { gl_FragColor = vec4(vColor, 1.0) * 0.5; } We use premultiplied alpha everywhere. Instead of (r,g,b,a) we store (r*a, g*a, b*a, a)
  3. 2 points
    Rezoner

    SpriteStack - 3D Pixelart Editor

    Ahoy there. I have just released a standalone version of my voxel editor where you draw models layer by layer like a 2d image. It features very neat spritesheet exporter with my handcrafted retro renderer made in WebGL. Please take a look at https://spritestack.io/ to get more info. I am also glad to anwser any questions.
  4. 2 points
    Dumadu

    3d Highway Racer

    My 3d game in html5. Looking to provide non-exclusive licenses of this game https://playcanv.as/p/f5b2f1db/ Contact me for more details: arif@dumadu.com
  5. 2 points
    Thank you for your answers! I was thinking about creating a custom tools, but I figure this should be a fairly common issue so there had to be a solution out there I didn't know about that PS to Spine exporter, that looks really promising! I'll take a look at it! Thanks!
  6. 2 points
    Trump's Wall Game started out as a joke but somehow manifested into something that is...still a joke. It's a persistent world with one thousand nine hundred and sixty virtual miles along the border. Choose either the red team (builds wall) or the blue team (breaks the wall). Then go nuts and build or break away. Trump's Wall Game is a living breathing thing so any changes you make will be reflected for the rest of the world to see. Oh, we also hired a Trump impersonator to do the voices. That in itself is worth checking out. Enjoy! Play the game here: https://meowyorktimes.com/wall.html Game was created by a three man team in a few weeks. A designer (me), a developer and an artist.
  7. 2 points
    YMShen

    Text smooth scaling / text mipmaps

    I'm glad you that my old plugin can offer some help It is still at an early stage and only tested in pixi.js v4.7. Don't even have a README yet. Since pixiv5 have breaking changes in mesh & bitmap font classes, I still need time to learn and adapt. PR is welcomed! Take this snippet as a quick-start if you don't want to clone my repo and build it yourself: https://jsfiddle.net/g04xLqdh/ BTW: Here is a command line tool to help you generate MSDF bitmap font assets: https://github.com/soimy/msdf-bmfont-xml
  8. 2 points
    ivan.popelyshev

    Making GUI in 2019 with Pixi

    Do the right side with react, field with pixi. problem solved. The biggest collection of pixi ui elements is https://github.com/pixijs/pixi-ui/ but its not documented nor is it moved to v5 and typescript yet. Text input: https://github.com/Mwni/PIXI.TextInput SDF fonts: https://github.com/PixelsCommander/pixi-sdf-text , https://github.com/avgjs/pixi-richtext We are working on moving all plugins to v5 and we are making new tutorials. I hope in half of year we'll have complete set of stuff for games, but right now its not the case, so go for React to save time.
  9. 2 points
    Are you sure you didn't turn on Battery Safe Mode when trying Cordova?
  10. 2 points
    I wrote an article on this. Thoughts welcome! https://medium.com/@michelfariarj/scale-a-pixi-js-game-to-fit-the-screen-1a32f8730e9c
  11. 1 point
    Thanks for posting your solution! I'm sure it'll help others
  12. 1 point
    Why are you worried about webGL on phones? All modern phones (and not-so-modern) support webGL. I don't have concrete stats on _how_ well they support it (i.e. performance) but I haven't heard anything particularly worrying about using webGL via the web on mobile devices.
  13. 1 point
    Sounds good, I am going to do it this way, thanks @ivan.popelyshev
  14. 1 point
    > I am indeed rather new to open source and had some skittishness about digging into libraries. I'll abolish that effect - for the future, when overriding a Pixi class, do you modify the js file directly or some other method? PixiJS is focused on source-code , we have very good selection process for PR's and dont allow strange things that most people cant understand into it. you can extend class (override), you can patch it like "PIXI.AnimatedSprite.prototype.xxx = function() ... " or you can build your own pixi fork. I know big project with modified pixijs file, it happens.
  15. 1 point
    Thank you very much for the reply! I went to make the breakpoint and it turns out I was using a script tag in the client towards an old version of pixi on Cloudflare before the addition of onLoop. I am updating the script tag to a static route towards the correct file in node_modules (per https://stackoverflow.com/questions/27464168/how-to-include-scripts-located-inside-the-node-modules-folder). I am indeed rather new to open source and had some skittishness about digging into libraries. I'll abolish that effect - for the future, when overriding a Pixi class, do you modify the js file directly or some other method? Thank you again.
  16. 1 point
    @linhcophu The only API you can use are the one from the Instant Games SDK: https://developers.facebook.com/docs/games/instant-games/sdk/fbinstant6.3
  17. 1 point
    end3r

    W3C Web games workshop - your input needed

    I'm going to be at the W3C worskhop that will be hosted at Microsoft's campus in Redmond in two weeks from now, and I'd like to learn what struggles, needs, or any feedback you have with game development in general. There will be browser vendors, API makers, hardware creators, publishers, etc, so a great opportunity to be heard. My short blog post: https://dev.end3r.com/2019/06/indie-perspective-on-web-games-at-the-w3c-workshop-take-the-survey/ Direct link to the survey: https://forms.gle/ajpnSgQvtzBvhZCM6
  18. 1 point
    https://bugzilla.mozilla.org/show_bug.cgi?id=1501142 Well it's nice to know it's not my game. I almost wonder if it was a design choice by someone for a reason since they capped it purposefully at 16, maybe to prevent some forms of memory being called for that was cleared up for some reason idk, keeping 16 refreshes in memory isn't the most common choice here tho. Thanks for the help! Learned something and got relief it wasn't my game causing it.
  19. 1 point
    did you have the same thing if you do Ctrl + F5 orCtrl + Shift + R this shortcut refresh with empty cache.
  20. 1 point
    b10b

    How to write game instructions?

    These days I've come around to that point of view - zero upfront time investment from a player should be the default expectation for a mass market game ... ... because modern games should basically play themselves, and the player influences the game to make it play better. Ideally such influence should be highly intuitive and avoid any need for text or instructional ui. That said ... quality text still has utility as a secondary or completionist device. Explaining a game in 8 short bullet points or less is always possible, forces the creator to emphasise the essential core, provides SEO or submission content, and defines a framework for more detailed content to follow (e.g. introducing the game's nouns for future strategy guides or YT narration). Will everyone read it, absolutely not. Additionally text is pretty cool (and cheap) for providing background narrative, dialogue and exposition if the game style suits it (like those early 90s Nintendo manuals) - and I still believe players' time investment is a valuable precursor to playing more specialist titles.
  21. 1 point
    Hi, I'm hoping you can share some ideas with me! I'm making web based games with Pixi.js and I'm having a bit of a hard time working with the graphics design team (this is not a developers vs designers issue!). I'm trying to find the best workflow that might help us both do our jobs faster, but I can't seem to find the right tool for it! The designers sketch and build the app in Photoshop, and I work in Typescript with Pixi. So... what we've tried so far was: they sketch up in PS and then generate all assets with TexturePacker, leaving me with a json file which I can easily import into my game. The downside of this is that I have to position every asset and create every container manually (or rather using a config file, but still that's kinda manual work). Our second attempt was that they sketch up in PS, then export that to Adobe Animate, and using the PixiAnimate plugin, they then create the files for me to use. This has improved our workflow, because I don't need to position anything nor create the containers, but there are still some flaws as they are not able to test interactive elements (they can't see how a button actually reacts unless I implement it), and I would love to not depend on Animate which seems fairly deprecated nowadays, and on an external plugin which is out of our control. Plus, designers (at least ours) do not think as programmers, and they don't make variable names easy for us. PixiAnimate creates objects using the instance name they put on Animate, but they don't follow any guidelines. If they have four items of the same group, they call them "item_1", "item2", "this_is_the_third_item", and "last_one". If there's a tool that can validate this prior to exporting (setting some kind of rules, like prefixes for elements), that would be awesome. So yeah, I'm asking for a magical tool. I know it doesn't exists, and I know some adjustments are necessary on both sides, but I'd love to hear from you guys, how do you work with your graphics team, what do they use and how do they deliver the assets to you! Thanks!
  22. 1 point
    You can find a tool to generate JSON file and write a custom PIXI loader for it. I've done similar stuff, here's my in-house framework: https://github.com/pixelpicosean/voltar It is PIXI based, and I have scripts to convert Godot scenes into JSON and load. I've gone that way too far, even heavily modified PIXI to support this workflow though. You can do same thing without modify PIXI at all, only write scripts for features you want (layout with containers/sprites) which I think is fairly easy.
  23. 1 point
    On my team, when making games with PixiAnimate, typically there needs to be a fair bit of communication between the developers and designers. One thing that can make this process easier, especially with designers less experienced with Animate is if the developer creates a structure in Animate with "programmer art", with instances names, etc already in place that the designer can then open up and make changes to. This way, there is already functionality for things like buttons and the designer can see their changes in context right away. Early in a project, there needs to be a tight communication loop between designers and developers, but toward the end of the project, it's very easy for designers to independently go in and make updates. PixiAnimate is open-source, so while it's not totally in your control, you could start using your own fork of the plugin (not preferred), or make improvements and submit a pull request back to the main project (much appreciated!). PixiAnimate is not the perfect tool for every project, but it is great for getting designers more involved throughout the project, taking a lot of the burden of making visual updates off of the shoulders of developers. The biggest "gotcha" bug I'm currently aware of is with text objects on an animated timeline - there are some issues with exporting the positioning of text when its position (or existence) changes over the course of a timeline. This can be worked-around by containing the text in a Symbol before animating it. PixiAnimate is not yet compatible with Pixi.js v5, which was released about a month ago, but I expect to have it updated by the end of the summer. For validating naming conventions, perhaps you could try writing a JSFL script to run as a Command in Animate. Speaking of JSFL scripts, this one is very useful for working with PixiAnimate, it non-destructively converts a layered timeline into bitmaps (and also back to the original art), which is useful if you have complex vector or compound bitmap graphics, or need to rasterize an large object at the size it is being used: https://github.com/SpringRoll/FlashToolkit/blob/master/src/Commands/Utilities/Copy Layers To Bitmap.jsfl
  24. 1 point
    @b10b Oh you are right, it is documented (thus it should work). I understand your use case, it makes sense. Would you mind opening a bug report on our bugs tool? https://developers.facebook.com/support/bugs/
  25. 1 point
    Gio

    Cardlings, a digital board game

    I have written a blog post with some details about the development process. You can read it here. The idea is that in each part I'll cover one thing that went right and one that went wrong. In the first part: - What went right: client-server architecture - What went wrong: building on top of prototype code I hope someone will find it useful Also, the game is now available on Steam!
  26. 1 point
    You mean 7 offline bots.
  27. 1 point
    Firefox as well as Chrome both have some strange layout sizing problem .... This is a screen I stuck after loading complete (buttons/clicking doesn't work) Oh i'm sorry i didn't notice this...
  28. 1 point
    ivan.popelyshev

    Creating Input element

    Here's a plugin: https://github.com/Mwni/PIXI.TextInput
  29. 1 point
    I've sent you invite to pixijs slack, in case you are interested and you use slack.
  30. 1 point
    @ivan.popelyshev, I think you were right to question the pixel width and height! I looked at the blue arrow png and it was 1920x1080 because of a ton of extra transparent space around the arrow. I edited it down to a much smaller resolution in Photoshop instead of scaling it down in Pixi and now it shows up again! I think this means that the canvas has trouble drawing pngs that have a greater original width or height than the canvas itself in Cordova's WKWebView.
  31. 1 point
    antialias: false , just in case if you set it to true...
  32. 1 point
    shlajin

    Text smooth scaling / text mipmaps

    I found a demo of MSDF and the animation looks amazingly smooth! That's what I needed, thank you so much for the keyword to google For any others wondering, this what I found https://github.com/soimy/pixi-msdf-text
  33. 1 point
    @ivan.popelyshev yes sir! I'll study your code. Maybe...do you recommend using PIXI.Texture likes Tilemap?
  34. 1 point
    I have a general idea about that kind of things. "maintain a window of x2 camera size, refill or spawn new elements when camera touches it, move the window.". I have implementation here : https://github.com/ivanpopelyshev/pixi-starfighter , but it requires hour or two of investigating the tilemap. Its very rare that people understand this thing from one sentense , but I do not have any other ideas how to explain it except that code. You need a window and if there are lag spikes - you need to add chunks to it.
  35. 1 point
    The problem with that is that the line gets really long as new points are added to it and old points are not removed. Do you need to have it scroll back? If not, then you could keep track of all the points line needs to draw and clear the line graphics every time new line is added and remove the points that have gone past the screen.
  36. 1 point
    themoonrat

    Renderer transparency performance

    I believe that theoretically, transparent false in the renderer settings is quicker, so that's why it's the default. But in my experience, it's going to be negligible compared to any scene you're trying to render, and transparent true also helps work around occasional driver issues on older Android phones. So because of that, I'd personally always set it to true.
  37. 1 point
    Here's project without docs : https://github.com/eXponenta/pixi5-playables-boilerplate , it has big number of hacks to store everything in one file, I'm sure you can strip it down to make an example. Dont forget to star it. It has gulp, but I dont think its possible to survive with just browserify. For example, I have projects that rely ONLY on typescript, but I never had something that has only browserify+ts, its usually more than that.
  38. 1 point
    I'm sure your thread was noticed but its difficult to answer right now
  39. 1 point
    Here is one example: https://github.com/llorenspujol/parcel-pixijs-quickstarter Is a simple quickstarter project with PixiJs and Typescript using Parcel. Here are it's default scripts: "test": "karma start", "start": "npm run clean && parcel src/index.html", "build": "npm run clean && parcel build src/index.html --public-url ./", "build_serve": "npm run build && http-server ./dist", "clean": "rimraf ./dist ./.cache" In order to build the project just run 'npm run build'. If you want also serve it, just run 'npm build_serve' (it uses http-server in order to serve it as you). About the disk space, having the dependencies globally is not the best solution and it has a lot of troubleshoots. There are many other ways in order to 'share' dependencies between project more safer and efficient than that. You can have for example a 'monorepo' like infrastructure, in order to achieve it. Check it out yarn workspaces and the lerna project, I am sure it will make you re-think the way you are managing your projects. One HUGE advantage of that, is that it will enable you to share ALL your dependencies, not only Browserify and Typescript. With this improvement, you will no longer need to zip/unzip your project anymore, since most of the MB you see now when zipping/unzipping are from the node_modules. So in resume, check it out to move your examples into a monorepo-like infrastructure. With that, you will solve 2 problems: 1- Share ALL dependencies (and do it safely), since now you are only sharing Browserify and Typescript (as far as I know) 2- Avoid zipping/unzipping your project, that I am sure that is a costly extra step. That of course you can automatize or whatever, but you can get rid of it with this solution. If you need some help about that 'monorepo-like' infrastructure, you can DM me.
  40. 1 point
    Hahaha I cryed of laught here. I will change to javascript and wait not have so many troubles as with typescript. Thank you.
  41. 1 point
    I can explain what I want using the example. This example uses Babylon.js, TypeScript and it draws a cube. You can run it on Playground: click to run This is an archive with source code: color-cube_babylonjs-typescript.zip This archive requires only 1.34 MB. If you unzip it you will see that it requires 7.52 MB. It is good because it allows to create a lot of examples for studying and it will not spend a lot of space on my laptop. If you have the browserify and typescript that is installed globally you can bundle the "Program.ts" and "Game.ts" files using this command: npm run release-client The "bundle.min.js" file will be created in the "dist_client" folder. You can just open the "index.html" file in your browser. I use "http-server" module to run examples. I need a similar archive with very simple Pixi.js example that contains a few TypeScript files. My "release-client" command looks like this in the package.json file: "scripts": { "clear": "rmdir /s /q dist_client", "compile-debug-client": "tsc -p tsconfig.debug.client.json", "compile-release-client": "tsc -p tsconfig.release.client.json", "bundle-release-client": "browserify dist_client/Program.js -o dist_client/bundle.client.js", "uglify-release-client": "uglifyjs dist_client/bundle.client.js -o dist_client/bundle.client.min.js", "release-client": "npm run compile-release-client && npm run bundle-release-client && npm run uglify-release-client" },
  42. 1 point
    Russian english here. Thank you! I just had a trip through Sochi, Barselona, Ibiza and Palma visiting major pixijs users and helping them for food I'll board plane to Moscow in a hour. hm, looks like CoffeeScript is the thing that you need 😃 CakeScript doesnt exist, unfortunately. TS is good for people who came from Java/C#/ActionScript3. However it adds complexity for all the tools and plugins. I use TS only with namespaces and simple concatenation with "tsc" tool. I copy "ts.d" files into separate dir to know for sure that typings that i use correspond to the version. It really helps if you have like 50k or 1m lines of code. Yes, you need balance between configs and language. People prefere very difficult configs and tools right now, I'm stick to basics. "references.ts", "tsconfig" and "ts.d" files are analogues to makefile, configure and includes. And webpack is piece of .. js tech.
  43. 1 point
    Are you sure you've got the correct typings for your pixijs version? In v5 animatedsprite is moved from extras to PIXI namespace, and those typings have only stub class. Well, if you dont understand how to fix typings or you cant wait for answer you should use JS. In that case i recommend to clone pixijs repo to your computer because docs can wrong you too. There's a rumor that certain parts of PixiJS will be moved to typescript this year *insert evil laugh here*.
  44. 1 point
    That's one of big problems with text. WebGL and animated vector text aren't made for each other. Text texture never mipmapped because we cant be certain if texture are pow2, and pixi-v4 cant just change the filtering on fly. Did you read "Text" code? you can actually hack it that way the canvas size is pow2, and PIXI.Texture takes only part of its area. If you go further in Text code you'll see how it works - it actually renders canvas2d css text and uploads stuff to videomemory only if it was changed (changes texture updateID). If you store some FIXED pow2 size, and set the mipmap, pixi-v5 can also generate new mipmaps every time this things is updated, but I'm not sure about v4. That way there'll be no allocations. There are many ways to solve those issues, like sdf, msdf, I have experimented with them a lot, but I cant teach you all that in 5 minutes. You have to spend time to get good result for your case, because its not the easy task.
  45. 1 point
    Radix

    Error loading Maya plug-in on Windows

    Asked, and answered. The next thing I tried worked. It looks like it's an issue with .NET Code Access Security (CAS) policy. Here's a post on Autodesk's forum with a workaround: https://forums.autodesk.com/t5/maya-programming/odd-net-plugin-behaviour/td-p/8129246 The workaround is to create a config file named maya.exe.config in the maya/bin folder. The file should contain: <configuration> <runtime> <loadFromRemoteSources enabled="true"/> </runtime> </configuration> After I did this, and restarted Maya, I was finally able to load the Maya2Babylon plug-in. ...and now I suppose I'd better be careful about loading any untrusted plug-ins in the future. Just posting this in case it can help anyone else.
  46. 1 point
    https://github.com/jsfehler/phaser-ui-tools This is something I worked on a few months ago to refine my javascript knowledge and eventually my ES6 knowledge. It came about after I realized I kept needing some of the same things in my Phaser projects. It contains the following classes to make building a UI in Phaser easier: - TextSprite - TextButton - Column - Row - Viewport - Scrollbar - Valuebar - Quantitybar - Wheel3D For many projects, it may make more sense to build the UI in HTML and overlay it. I'm not making an argument for that one way or another. These classes satisfied my use cases, and I hope someone else finds them useful. Phaser UI Tools is available under the MIT license, so feel free to use any parts of the code in your own projects in whatever way you'd like. However, if you do anything that improves or adds to what's here, I'd always appreciate a Pull Request. I consider this project relatively complete, so I won't be building any completely new features in the future, but I'll answer any questions and try fo fix any bugs that are reported.
  47. 1 point
    fielding

    Custom Font

    First time posting, so be gentle 😜 @andrei.nicolae I think the easiest way to explain would be to show you how I have done it. I've included a stripped down version of the Boot.js file I am using in my current project. class Boot extends Phaser.Scene { constructor() { super({ key: 'Boot', active: true, pack: { files: [ //INSERT SOME FANCY FILES ], }, }); this.progress = 0; this.loaded = false; } preload() { // IMPORTANT: below I load google's webfont loader this.load .script('https://ajax.googleapis.com/ajax/libs/webfont/1.6.26/webfont') .setPath('assets/img/') .image({ key: 'foo', url: 'foo.png', }) this.load.on('progress', this.onLoadProgress, this); this.load.on('complete', this.onLoadComplete, this); } onLoadProgress(progress) { console.debug(`${Math.round(progress * 100)}%`); } onLoadComplete(loader, totalComplete, totalFailed) { // IMPORTANT: Here we utilize the webfonts loader script we loaded above. // NOTE: I played around with calling this in different places and settled // on this one currently. Feel free to play around with where it is called. // just make sure that you do not call it before it is done loading and also // make sure not to proceed to a scene that needs the font before it renders. WebFont.load({ active: () => this.loaded = true, custom: { families: ['Montserrat'], urls: ['assets/fonts/Montserrat.css'], //I included what this should look like below }, }); console.debug('completed: ', totalComplete); console.debug('failed: ', totalFailed); } update() { if (this.loaded) { this.scene.launch('Clouds'); this.scene.start('Title'); } } } export default Boot; Like I mentioned in the above comments, here is the accompanying css file. @font-face { font-family: 'Montserrat-Regular'; src: url('Montserrat-Regular.eot'); src: url('Montserrat-Regular.woff2') format('woff2'), url('Montserrat-Regular.woff') format('woff'), url('Montserrat-Regular.ttf') format('truetype'), url('Montserrat-Regular.svg#Montserrat-Regular') format('svg'), url('Montserrat-Regular.eot?#iefix') format('embedded-opentype'); font-weight: normal; font-style: normal; } Hopefully, the comments alone are sufficient. If not then the file I stripped down is here in it's ever-changing (work in progress) form: https://github.com/fielding/trouser-snake/blob/master/src/scenes/Boot.js. The game has a long way to go, so no judging haha 😜 If code/examples aren't your way of learning and you have any questions let me know.
  48. 1 point
    Pryme8

    Getting correct rotation

    I am a father, and I live in America, if I don't like something I'm gonna say something... and its on us as a community to keep the content appropriate for others in the community that may not be mature enough for certain things. So Please Adam be supportive of the values of integrity.
  49. 1 point
    GreenSock

    GreenSock

    Howdy folks. Just wanted to chime in with a few comments: Someone mentioned that there's a lot of extra baggage in TweenMax like CSSPlugin that perhaps you don't need - you can simply use TweenLite and TimelineLite separately to keep things very small. TweenMax is intended to be super robust and easy to drop in without hassles of loading multiple files, that's all. With TweenLite/Max, you get the lagSmoothing() feature baked in which helps automatically recover from lag without skips/jumps, all while keeping every animation perfectly synchronized across the board. I'm not familiar enough with Phaser's built-in stuff to know if it has that sort of feature, but I've never seen any other engine that has it. You can read more at http://greensock.com/gsap-1-12-0 Again, I'm not familiar enough with Phaser's built-in capabilities but I'd venture to guess that there are quite a few features that GSAP offers uniquely, whether that be nestable timelines, animation along beziers, complex overwrite management options, unique eases like RoughEase, SlowMo, tons of callbacks, etc. There's a page that discusses some of this stuff at http://greensock.com/why-gsap/ in case it's helpful. Rich is right - TweenMax.pauseAll() and TweenMax.resumeAll() are probably the most intuitive option for what you guys are describing, but I'd also point out that you can use TimelineLite.exportRoot() to basically have it take all of the active tweens at any given time, wrap them in a TimelineLite which you can then control however you want, like pause() it or tween its timeScale to make things go in slow motion. The really cool thing about this is that you can then create new tweens that still work while all the others are paused (or slowed down or whatever). Imagine a game where you want to pause the game but open a modal window and when the user is done interacting with it, it tweens out of the way and you resume() the game. As far as the license goes, most people don't need the special commercial license, but we like to think it pays for itself very quickly in cases where you do need it. See http://greensock.com/licensing/ for details. Happy tweening!
  50. 1 point
    lewster32

    How to disable collision for body

    You can use the processCallback in the collide function. The 4th parameter is a function which, if it returns true, will allow the collision to happen, otherwise the collision will be ignored. This allows you to keep the body enabled for velocity calculations etc, but just temporarily disable collisions between these two objects. If you set enableObstacleCollide to true, the obstacle will begin colliding with the player again: var enableObstacleCollide = false;game.physics.arcade.collide(player, obstacle, function() { // do any collision stuff here}, function() { if (enableObstacleCollide) { return true; } return false;});