Shermz345

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  1. Shermz345

    Collisions without velocity

    Hi, I'm making a top-down game with the camera that follows the player. Early on, I realized there was a persistent camera jittering effect when using velocity, so I switched my movement to manually change the players x & y coordinates. However, when I started adding enemies to the game that also had arcade physics bodies, I realized that my bodies would not collide. Looking into this, I found this response from the Phaser devs, saying that the problem would be solved in P2. I switched both my bodies to P2, but they still will not collide. Is there a way I can work around both the camera and collisions issue? Thanks in advance for the help.
  2. Hi, I'm making a top-down game with the camera that follows the player. Early on, I realized there was a persistent camera jittering effect when using velocity, so I switched my movement to manually change the players x & y coordinates. However, when I started adding enemies to the game that also had arcade physics bodies, I realized that my bodies would not collide. Looking into this, I found this response from the Phaser devs, saying that the problem would be solved in P2. I switched both my bodies to P2, but they still will not collide. Is there a way I can work around both the camera and collisions issue? Thanks in advance for the help.
  3. Shermz345

    Move sprite according to angle

    Hi, I've been trying to figure out how to move a sprite in the direction it is facing. I was originally going to use the p2js "thrust" function, but it caused a small jitter with the camera. I then tried to use the Arcade "velocityFromAngle", but it was not accurate enough. Here is the code I have playerBoat.prototype.update = function () { if(wasd.up.isDown ) this.speed += 2; else this.speed -=2; if(this.speed > 0){ //MATH } if(wasd.left.isDown && this.speed > 0){ this.angle -= 1; } else if(wasd.right.isDown && this.speed > 0){ this.angle += 1; } As someone who was never too strong in math, I am a little bit confused as to how to relate the angle and speed to do what I'm trying to do. I'm assuming it's something with vectors, but I could use some direction. Thanks in advance!