Teemu-Tor

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  1. Never mind. P2 is just weird - makes me miss Farseer Physics a lot!
  2. body.addRectangle(); -works perfectly! body.addPolygon() ; -use same coords and it gets fucked up...
  3. Care to elaborate further? 'Coz it's a mess..
  4. Luis Felipe: Thanks for the pointer! I found the answer to my question under: Changes to Phaser.Sprite By default Sprites no longer check if they are within the world bounds. It's quite an expensive process (calling getBounds every frame), so you have to enable directly.Now it works
  5. I seem to have some problems with outOfBounds event. Everything worked fine on 1.x version, but not on 2.0. code: poop.events.onOutOfBounds.add(this.poopOut, poop); poopOut: function(poop) {console.log('out');} What am I doing wrong?
  6. Uncaught TypeError: undefined is not a function phaser.js:55183 had to change this // this.quadTree = new Phaser.Physics.Arcade.QuadTree(this, this.game.world.bounds.x, this.game.world.bounds.y, this.game.world.bounds.width, this.game.world.bounds.height, this.maxObjects, this.maxLevels); to this => this.quadTree = new Phaser.QuadTree(this, this.game.world.bounds.x, this.game.world.bounds.y, this.game.world.bounds.width, this.game.world.bounds.height, this.maxObjects, this.maxLevels); in order to get it working...
  7. mariogarranz: I get the same error.
  8. I also have a similar problem.... collision with rectangle works ok, with cirle not so much.
  9. Nice one! Hehe, i was coding a flappybird-clone too. Interesting to see how different your impelementation was...
  10. What am I doing wrong? Because it seems that i cant get the collision detection working... 1. when the player first hits the obstacle polygon - collision detection works ok 2. when player wiggles about a bit - collision detection somehow fails and lets player aabb collision box straight thru ps. tried with different polygons and geometries - same result, except with circle when player object jumped all over the place and registered false collisions. Any thoughts?