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  1. Haha that is ironic >_< I was probably being a bit overly critical of a free library... just shows how once someone (in this case, me) gets something for free they expect the world! Thanks again
  2. THANK YOU. I just downloaded phaser.min.js 2.9.1 and it fixed everything. I'm kind of pissed off I spent that much time trying to figure something out when it was a massive live defect but I'm mostly grateful for this community (you, Samid737) and phaser's library working with a patch. I would recommend the Phaser team to be more vocal with their fundamental hotfixes.... Or am I missing something in terms of their release exposure?
  3. Hi all, Been banging my head against the wall for ages with this. Default P2 collision works, I clearShapes() on each sprite to get rid of these boundary boxes and loadPolygon() to get my custom boundaries (defined in sprite_physics.json). However the collision groups appear not to be working as my player sprite goes straight through/under the enemy. Can anyone see where I'm going wrong? // in index.html (function() { var game = new Phaser.Game(1024, 768, Phaser.AUTO, null) game.state.add('Game', Game); game.state.start('Game'); })(); // in game.js var Game = function (game) { }; Game.prototype = { preload: function () {'player', 'assets/player.png');'enemy', 'assets/enemy.png');'sprite_physics', 'assets/sprite_physics.json'); }, create: function () {; this.playerCollisionGroup =; this.enemyCollisionGroup =; this.createPlayer(); this.createEnemy(); }, update: function () { // <snip> do some steering stuff </snip> }, createPlayer: function () { this.player =, + 300, 'player');, true); // so I can see the polygon's boundaries // Gets rid of current bounding box this.player.body.clearShapes(); // BUT THEN need to add collision cos default p2 collision is wiped with clearShapes() // Add boundary shape from PhysicsEditor this.player.body.loadPolygon('sprite_physics', 'player'); // Seems to do nothing :( this.player.body.setCollisionGroup(this.playerCollisionGroup); this.player.body.collides([ this.enemyCollisionGroup ]); }, createEnemy: function () { this.enemy =,, 'enemy');, true); this.enemy.body.clearShapes(); this.enemy.body.loadPolygon('sprite_physics', 'enemy'); this.enemy.body.setCollisionGroup(this.enemyCollisionGroup); this.enemy.body.collides([ this.playerCollisionGroup ]); } }