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Found 459 results

  1. Collision detection in 3/4 perspective

    Does anyone know how to do collision detection for games with a 3/4 (or angled) perspective. Examples are Teenage Mutant Ninja Turtles on the NES or Streets of Rage on Sega. In those games the player can walk from below up to a wall until their feet contact the wall. So only the bottom of their sprite collides with walls. But their whole sprite collides with bullets and attacks. I've been trying to do this forever in Phaser and I can't figure it out. Has anyone tried this before? Are their any examples of this in phaser?
  2. Phaser

    Hey everyone, I have noob questions. I'm creating a platformer game with Phaser, as well as Tiled to create a layered JSON map. So far one of my tile layers is handling all of the inanimate object collisions via this.map.setCollisionBetween(0, 600, true, this.collisionLayer, false) to which I've passed indices to my entire tileset (only using one). Given that I've done this, does the number of tiles I actually create in that layer via Tiled affect performance? Would it be advisable for me to just use setCollision() or setCollisionBetween and pass only the necessary tiles that I plan on passing to that layer? My tileset is about 1/3 tiles I want to use for collision, and they're not totally organized but I can reasonable get that done if necessary. Also, what's better for performance, bigger tilesets or more, smaller tilesets. What would you consider a sweet spot for this in terms of size and number of tilesets? Note that I've already compressed my images etc and not having any performance issues so far, just taking preventative measures. Thanks for any help in advance.
  3. Hi there, I'm working on some P2 physic and getting the attached result, which is weird because the two objects collides without overlapping on one another. I'm I missing something? The code is as follow: game.physics.enable(car, Phaser.Physics.P2JS); car.body.debug = true car.body.angle = car.angle car.body.rotation = car.rotation car.body.addCapsule(70,20) car.body.setCollisionGroup(this.carCollisionGroup); var v =100; var angle = car.body.angle; var vx = v * Math.cos(angle * (Math.PI/180)) var vy = v * Math.sin(angle * (Math.PI/180)) car.body.velocity.x = vx; car.body.velocity.y = vy; Thanks
  4. Polygon collision does not work

    Hi Everyone! Hopefully someone can help with the issue I have faced. I am building a simple racing game and want to implement collision between car and other objects. I am using p2 physics. When I create primitive body objects (e.g. body.setRectangle) collision works fine, but when i use polygon (body.loadPolygon) i have created in PhysicsEditor the car just rides throw these objects without any collisions. I have tried building very simple objects to exclude "holes" in collide, creating collision groups but unfortunately any of these things helped. Attaching my code and a screenshot Car class: export default class extends Phaser.Sprite { constructor ({ game, x, y, asset }) { super(game, x, y, asset) game.physics.p2.enable(this, true) this.anchor.setTo(0.5) this.body.clearShapes() this.body.loadPolygon('physicsData', 'car') this.body.angle = -90 this.cursors = game.input.keyboard.createCursorKeys() this.velocity = 0 } Obstacle code: create () { this.game.physics.startSystem(Phaser.Physics.P2JS) this.game.physics.p2.defaultRestitution = 0.8 this.map = this.game.add.tileSprite(0, 0, 2880, 1620, 'map') this.game.world.setBounds(0, 0, 8640, 4860) this.map.scale.setTo(3, 3) this.mapAbove = this.game.add.sprite(0, 0, 'race') this.game.physics.p2.enable(this.mapAbove, true) this.mapAbove.body.clearShapes() this.mapAbove.body.loadPolygon('physicsData', 'race') this.car = new Car({ game: this.game, x: 3800, y: 3750, asset: 'car' }) this.game.add.existing(this.car) this.game.camera.follow(this.car) } Also i am using this stuff as skeleton - https://github.com/lean/phaser-es6-webpack Could troubles be in incorrect packages? Looking forward for Your reply, Thanks!
  5. Particle collision

    i'm trying to change collision option after emitter had started but i can't create () { // --------------------------------CONFIG-------------------------------- this.config = { 'followCursor': false, 'mouseClick': false, 'gravityX': 0, 'gravityY': 0, 'positionX': 960, 'positionY': 540, 'maxParticles': 50, 'particleKey': 'particle', 'frames': 1, 'quantity': 5000, 'collide': false, 'collideWorldBounds': false, 'scaleToX': 1, 'scaleToY': 1, 'scaleRate': 0, 'scaleEase': Phaser.Easing.Linear.None, 'scaleYoyo': false, 'alphaMin': 1, 'alphaMax': 0, 'alphaRate': 0, 'alphaEase': Phaser.Easing.Linear.None, 'alphaYoyo': false, 'rotationMin': 0, 'rotationMax': 0, 'bounceX': 0, 'bounceY': 0, 'angularDrag': 0, 'particleMinSpeedX': -300, 'particleMinSpeedY': -300, 'particleMaxSpeedX': 300, 'particleMaxSpeedY': 300, 'emitterSpeedX': 200, 'emitterSpeedY': -200, 'lifespan': 500, 'particleFrequency': 250, 'particleQuantity': 500 } // --------------------------------EMITTER-------------------------------- this.emitter = this.game.add.emitter(this.config.positionX, this.config.positionY, this.config.maxParticles) this.makeParticles() this.emitter.minParticleSpeed.setTo(this.config.particleMinSpeedX, this.config.particleMinSpeedY) this.emitter.maxParticleSpeed.setTo(this.config.particleMaxSpeedX, this.config.particleMaxSpeedY) this.emitter.gravity.x = this.config.gravityX this.emitter.gravity.y = this.config.gravityY this.emitter.setScale(this.config.scaleFromX, this.config.scaleToX, this.config.scaleFromY, this.config.scaleToY, this.config.scaleRate, this.config.scaleEase, this.config.scaleYoyo) this.emitter.setAlpha(this.config.alphaMin, this.config.alphaMax, this.config.alphaRate, this.config.alphaEase, this.config.alphaYoyo) this.emitter.angularDrag = this.config.angularDrag this.emitter.setRotation(this.config.rotationMin, this.config.rotationMax) this.emitter.bounce.setTo(this.config.bounceX, this.config.bounceY) this.emitter.setXSpeed(this.config.emitterSpeedX) this.emitter.setYSpeed(this.config.emitterSpeedY) this.startEmitter() // here I want to change both collision options from false to true, and to make it work with new collision options } startEmitter () { this.emitter.start(false, this.config.lifespan, this.config.particleFrequency, this.config.particleQuantity, false) } makeParticles () { this.game.add.emitter(this.config.positionX, this.config.positionY, this.config.maxParticles) this.emitter.makeParticles(this.config.particleKey, this.config.frames, this.config.quantity, this.config.collide, this.config.collideWorldBounds) } Can anybody help me in this?
  6. Hi everyone, I'm actually making a simple 2d platformer with arcade physic and I recently implemented a tiled tilemap which contain an "object layer". In this object layer I draw collision zone with the polyline tool. Now I want thoses "collision zones" to be recognized by phaser. Which mean : if the player overlap "object layer"'s content, it will blocked as if it was a wall. I just want to know if this is possible or if I must set collision "on" for my tile layers in which I may put all my walls tiles. Also, If I must use the 2nd solution, if my tile sprite is smaller than my 24x24 tile square (I attached an example), will the hitbox fit the sprite size or the 24x24 square ? Thanks beforehand.
  7. Terrain Slope Problem?

    Hi folks! I've been working on putting together all the demos I've been working on in order to create a Player that can traverse a terrain correctly and will ONLY slide down the terrain if the Player detects a VERY steep slope ( X rotation should be able to be chosen by a parameter, the default set at 85 degrees on the X-Rotation axis ). I've created a play ground in order to demonstrate what I have done so far. I need some help to slide down steep terrain like in World of Warcraft. I'm VERY close but can't seem to figure out how to solve the above problem. Please be patient with me! I break easy! I have barely posted anything in the time I've come back to the forums after a 4-year hiatus. Also, yes there are visible rays that are attached to the player because I was trying to detect the steep x-rotation slope using raycasting. Without further adieu, here's the link to the playground : https://www.babylonjs-playground.com/#GDYDUL#2 Thank you all so VERY much for your help, kindness & patience! Once the playground is fixed I will leave it up for anyone else who needs this type of character / terrain controller! Mythros
  8. Hello, need a little help here I have a scene where I load a dude and clone many versions of him (about 20). I enable collisions on them, on a tank in the scene, and also on the ground. collisions work as expected when I order the dudes to moveWithCollision until they hit the wall, and also when they move towards the tank. But : Dudes do not collide with each other, when they come close, they merge and become a single dude. I tried modifying the ellipsoid and ellipsoid offset , made them much more bigger and still the same effect. I tried also creating a bounding box , making it a child of dude , and moving it with collisions instead, but things didn't go so well also. This is my demo (compressed) - tried to use the playground , loading assets from the github repo url but it didn't work. https://github.com/AhmedFathiShaban/webgl/blob/master/Demo.rar I also tried using this function Temechon provided here to visualize the ellipsoid , and whatever the size I make of the ellipsoid they finally merge with each other, I see the ellipsoids merge without the slightest objection Pleasetell me the best practice in this situation, I am sure I am not the first to try to load multiple dudes with collision Thanks in advance
  9. Physics P2 Collision equation

    Hi, i've 2 characters physics p2 enabled, they both can collide with each other, they are also static=False.Which mean that when one run toward another, the second get back and get some velocity. Which properties i've to set to get more control on this effect ? I tried editing masse/inertia but got had not good results. Any tips ? I'm also looking for an equation that show how the effect works depending on theses parameters. Thx
  10. How to avoid maaaany collisions?

    Hi, in my finished game I've found a thing, that slows my game from 60 to 30 fps. Too many collisions handlers. Well I need them to control whole game, to call all essentiall functions, but they are sloooooowing game drastically. game.physics.arcade.collide(bullets, layer, resetBullet); game.physics.arcade.collide(grenades, layer, resetBullet); game.physics.arcade.collide(ebullets, layer, resetBullet); game.physics.arcade.collide(chest3, chest5, chesting); game.physics.arcade.overlap(bullets, ebullets, resetBullet); It's for bullets to destroy chests, bullets with themselves and chest with chest. If I delete this, FPS goes from 30 to 60. But I need this. How can I do it? It's interesting, because the bullets aren't even created and they are slowing game. I have much more collision handlers, for every object to collide with layers and with all other objects like player, bullet, chest, another bullet, enemy bullet etc... Full code of game is avaiable here: redplanetgame.prv.pl
  11. I'm trying to do collision detection for a game that has a camera perspective similar to NES classics like Metal Gear, Teenage Mutant Ninja Turtles 2, and double dragon. It's mostly top down, but at an angle so that you can see the sides of objects and characters. See the image for an example. Notice how the play sprite (green) can walk all the way up to the car until his feet touch the bottom of the car. So the collision is not on the whole character model, only his feet. Also, when attacking or being attached the player sprite and the enemy sprite must be on the same horizontal plane for their attacks to collide. I've been trying for ages to get something like this to work in Phaser, but I don't know how. Are there any solutions out there? Any games written in phaser that already do this?
  12. Hi, Collision after mesh.bakeTransformIntoVertices() not working. Any suggestions? Thanks.
  13. Hey guys, I need your help again. How to catch collision point (face) using moveWithCollisions? Thank you.
  14. I attach model. And test project (look below). You don't need any server to test it. Just export project zip file and run html in browser! Original exported ToB file is in directory. (I change this file by hand (some lines in code) and seve it in ProjectTest/js/ToB/1/ModelFInish.js. What I would like to achive is to add BoxImpostors on each box/cube/mesh which is named as BoxCollider* Note: There are boxes which have instances !!! When I change code by hand and save in ProjectTest/js/ToB/1/ModelFInish.js. I setup scene in file indexToB.html I add code (for both physics, you can test/try/run any of this but you should comment one of each. scene.enablePhysics( new BABYLON.Vector3(0, -10, 0), new BABYLON.CannonJSPlugin() ); //scene.enablePhysics( new BABYLON.Vector3(0,-10,0), new BABYLON.OimoJSPlugin() ); MAIN PROBLEM HERE IS WHY COLLISION BETWEEN "Ball" AND "BoxCollider.135" DOES NOT WORK! AM I MISSING ANYTHING? WHAT IS THE PROBLEM? CAN ANYBODY TAKE A LOOK AND HELP ME SOLVE THE PROBLEM? IT WILL BE VERY GOOD TO TAKE A LOOK AN TEST IT ALSO INSTANCES AND PHYSICS IMPOSTORS! IF YOU CAN FIND A PROBLEM WHY COLLISION NOT WORKS AND THAN IF YOU CAN CHANGE/FIX CODE OF ToB EXPORTER SO THAT COLLISION DEFINED IN BLENDER FILE AND/OR CHECKCOLLISION CAN BE PROPERLY GENERATED WHEN WE EXPORT FROM .BLENDER TO ToB .JS THAN THIS COULD BE VERY GOOD EXPORTER WITH COLLISIONS FOR BABYLONJS !!! PLEASE LET ME KNOW IF ANYBODY FIND A ERROR IN CODE AND IF AUTOR OF ToB EXPORTER CAN FIX/ADD/REPAIR EXPORTER SO THAT COLLISION/IMPOSTORS CODE IN JS WILL BE SO THAT COLLISION WILL WORKS IN BABYLONJS WHEN WE IMPORT "ModelFInish.initScene(scene);" ToB .js file. What I have change in code by hand! ProjectTest/js/ToB/1/ModelFInish.js Ball: ----- //this.setPhysicsState({ impostor: 1, mass: 1, friction: .5, restitution: 0}); this.physicsImpostor = new BABYLON.PhysicsImpostor( this, BABYLON.PhysicsImpostor.SphereImpostor, { mass : 0.2, friction : 0.5, restitution : 0 }, scene); And Box collider under Ball and its instances BoxCollider.134 or BoxCollider_134 is main box mesh and it have its instances. I also add checkCollisions = true;! I change (this boxes/cubes should be colliders/BoxImpostors with mass 0 (I also add //this.setPhysicsState({ impostor: 2, mass: 0, friction: .5, restitution: 0}); this.checkCollisions = true; this.physicsImpostor = new BABYLON.PhysicsImpostor( this, BABYLON.PhysicsImpostor.BoxImpostor, { mass : 0, friction : 0.5, restitution : 0.5 }, scene); and.. // add below two lines instance.checkCollisions = true; instance.physicsImpostor = new BABYLON.PhysicsImpostor( instance, BABYLON.PhysicsImpostor.BoxImpostor, { mass : 0.0, friction : 1, restitution : 0 }, --------------------------------------------- var BoxCollider_134 = (function (_super) { __extends(BoxCollider_134, _super); function BoxCollider_134(name, scene, materialsRootDir, source) { _super.call(this, name, scene, null, source, true); if (!materialsRootDir) { materialsRootDir = "./"; } defineMaterials(scene, materialsRootDir); //embedded version check var cloning = source && source !== null; var load = _B.Tools.Now; var geo = 0; var shape = 0; this.position.x = 0; this.position.y = 0; this.position.z = 0; this.rotation.x = 0; this.rotation.y = 0; this.rotation.z = 0; this.scaling.x = 1; this.scaling.y = 1; this.scaling.z = 1; this.id = this.name; this.billboardMode = 0; this.isVisible = false; //always false; evaluated again at bottom this.setEnabled(true); // add below line this.checkCollisions = true; this.receiveShadows = false; this.castShadows = false; if (!scene.isPhysicsEnabled()) { scene.enablePhysics(); } //this.setPhysicsState({ impostor: 2, mass: 0, friction: .5, restitution: 0}); this.checkCollisions = true; this.physicsImpostor = new BABYLON.PhysicsImpostor( this, BABYLON.PhysicsImpostor.BoxImpostor, { mass : 0, friction : 0.5, restitution : 0.5 }, scene); if (!cloning){ geo = _B.Tools.Now; this.setVerticesData(_B.VertexBuffer.PositionKind, new Float32Array([ -5,.5,-5,-5,-.5,5,-5,-.5,-5,-5,.5,5,5,-.5,5,-5,-.5,5,5,.5,5,5,-.5,-5,5,-.5,5,5,.5,-5,-5,-.5,-5,5,-.5,-5,5,-.5,5,-5,-.5,-5,-5,-.5,5,-5,.5,5,5,.5,-5 ,5,.5,5,-5,.5,-5,-5,.5,5,-5,-.5,5,-5,.5,5,5,.5,5,5,-.5,5,5,.5,5,5,.5,-5,5,-.5,-5,5,.5,-5,-5,.5,-5,-5,-.5,-5,5,-.5,5,5,-.5,-5,-5,-.5,-5,-5,.5,5 ,-5,.5,-5,5,.5,-5 ]), false); var _i;//indices & affected indices for shapekeys _i = new Uint32Array(36); CONTIG(_i, 0, 0, 35); this.setIndices(_i); this.setVerticesData(_B.VertexBuffer.NormalKind, new Float32Array([ -1,0,0,-1,0,0,-1,0,0,0,0,1,0,0,1,0,0,1,1,0,0,1,0,0,1,0,0,0,0,-1,0,0,-1,0,0,-1,0,-1,0,0,-1,0,0,-1,0,0,1,0,0,1,0 ,0,1,0,-1,0,0,-1,0,0,-1,0,0,0,0,1,0,0,1,0,0,1,1,0,0,1,0,0,1,0,0,0,0,-1,0,0,-1,0,0,-1,0,-1,0,0,-1,0,0,-1,0,0,1,0 ,0,1,0,0,1,0 ]), false); geo = (_B.Tools.Now - geo) / 1000; this.subMeshes = []; new _B.SubMesh(0, 0, 36, 0, 36, this); if (scene._selectionOctree) { scene.createOrUpdateSelectionOctree(); } } if (this.postConstruction) this.postConstruction(); load = (_B.Tools.Now - load) / 1000; _B.Tools.Log("defined mesh: " + this.name + (cloning ? " (cloned)" : "") + " completed: " + load.toFixed(2) + ", geometry: " + geo.toFixed(2) + ", skey: " + shape.toFixed(2) + " secs"); if (matLoaded && !_sceneTransitionName){ if (typeof this.grandEntrance == "function") this.grandEntrance(); else makeVisible(this); } else waitingMeshes.push(this); } BoxCollider_134.prototype.dispose = function (doNotRecurse) { _super.prototype.dispose.call(this, doNotRecurse); if (this.skeleton) this.skeleton.dispose(); }; BoxCollider_134.prototype.makeInstances = function (positionOffset) { var instance; instance = this.createInstance("BoxCollider.129"); instance.position.x = 0; instance.position.y = 0; instance.position.z = -10; instance.rotation.x = 0; instance.rotation.y = 0; instance.rotation.z = 0; instance.scaling.x = 1; instance.scaling.y = 1; instance.scaling.z = 1; // add below two lines instance.checkCollisions = true; instance.physicsImpostor = new BABYLON.PhysicsImpostor( instance, BABYLON.PhysicsImpostor.BoxImpostor, { mass : 0.0, friction : 1, restitution : 0 }, scene); if (positionOffset) instance.position.addInPlace(positionOffset); instance.checkCollisions = false; instance = this.createInstance("BoxCollider.100"); instance.position.x = 29.5438; instance.position.y = -2.3742; instance.position.z = 0; instance.rotation.x = 0; instance.rotation.y = 0; instance.rotation.z = 0; instance.scaling.x = 1; instance.scaling.y = 1; instance.scaling.z = 1; // add below two lines instance.checkCollisions = true; instance.physicsImpostor = new BABYLON.PhysicsImpostor( instance, BABYLON.PhysicsImpostor.BoxImpostor, { mass : 0.0, friction : 1, restitution : 0 }, scene); if (positionOffset) instance.position.addInPlace(positionOffset); instance.checkCollisions = false; instance = this.createInstance("BoxCollider.095"); instance.position.x = 29.4404; instance.position.y = 2.5005; instance.position.z = -10.0006; instance.rotation.x = 0; instance.rotation.y = 0; instance.rotation.z = 0; instance.scaling.x = 1; instance.scaling.y = 1; instance.scaling.z = 1; // add below two lines instance.checkCollisions = true; instance.physicsImpostor = new BABYLON.PhysicsImpostor( instance, BABYLON.PhysicsImpostor.BoxImpostor, { mass : 0.0, friction : 1, restitution : 0 }, scene); if (positionOffset) instance.position.addInPlace(positionOffset); instance.checkCollisions = false; instance = this.createInstance("BoxCollider.078"); instance.position.x = -39.0553; instance.position.y = 5.1819; instance.position.z = 0; instance.rotation.x = 0; instance.rotation.y = 0; instance.rotation.z = 0; instance.scaling.x = 1; instance.scaling.y = 1; instance.scaling.z = 1; // add below two lines instance.checkCollisions = true; instance.physicsImpostor = new BABYLON.PhysicsImpostor( instance, BABYLON.PhysicsImpostor.BoxImpostor, { mass : 0.0, friction : 1, restitution : 0 }, scene); if (positionOffset) instance.position.addInPlace(positionOffset); instance.checkCollisions = false; instance = this.createInstance("BoxCollider.073"); instance.position.x = -39.1818; instance.position.y = -4.9811; instance.position.z = -9.9322; instance.rotation.x = 0; instance.rotation.y = 0; instance.rotation.z = 0; instance.scaling.x = 1; instance.scaling.y = 1; instance.scaling.z = 1; // add below two lines instance.checkCollisions = true; instance.physicsImpostor = new BABYLON.PhysicsImpostor( instance, BABYLON.PhysicsImpostor.BoxImpostor, { mass : 0.0, friction : 1, restitution : 0 }, scene); if (positionOffset) instance.position.addInPlace(positionOffset); //instance.checkCollisions = false; instance.checkCollisions = true; }; return BoxCollider_134; })(BABYLON.Mesh); ModelFInish.BoxCollider_134 = BoxCollider_134; @JCPalmer @gryff @Deltakosh @RaananW ProjectTest.zip Model.zip
  15. Sprite picking

    Hi I have a scene with sprites which can be picked, but picking doesn't work Here is playground of my scene: https://www.babylonjs-playground.com/#8AH0JV#5
  16. Hello, I've got this code: create: function () { this.cursor = game.input.keyboard.createCursorKeys(); this.jump = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR); this.xKey = game.input.keyboard.addKey(Phaser.Keyboard.X); game.world.setBounds(0, 0, 1920, 0); //Fisicas game.physics.startSystem(Phaser.Physics.ARCADE); game.world.height = 1000; //fondo game.stage.backgroundColor = "#00FFFF"; //codigo de plataformas this.platforms = game.add.group(); this.platforms = game.add.sprite(0, 553, 'plataforma'); this.platforms = game.add.sprite(-400,300, 'plataforma'); game.physics.arcade.enable(this.platforms); this.platforms.body.immovable = true; // this.platforms = game.add.sprite(700,300, 'plataforma'); // this.platforms = game.add.physicsGroup(); //tipo this.player = game.add.sprite(125, 100, 'tipito'); this.player.anchor.setTo(0.5, 1); game.camera.follow('tipito'); game.physics.arcade.enable(this.player); this.player.body.gravity.y = 800; //this.player.body.collideWorldBounds = true; (PRODUCE BUG CON game.world.setbounds) //animaciones this.player.animations.add('correr', [0, 1, 2, 3, 4, 5], true); //this.player.animations.play('correr', 10, true); //game.physics.arcade.collide(this.player, this.platforms); }, update: function () { //this.walkVelocityR = this.player.body.velocity.x = 200 //this.walkVelocityL = this.player.body.velocity.x = -200 //this.jumpVelocity = this.player.body.velocity.y = -400 game.physics.arcade.collide(this.player, this.platforms); //this.platforms.body.checkCollision.down = false; game.camera.follow(this.player); if (!this.player.inWorld) { this.playerDie(); } if ((this.cursor.right.isDown || this.cursor.left.isDown) && this.jump.isDown && this.player.body.wasTouching.down) { this.player.body.velocity.x = 200; this.player.body.velocity.x = -200; this.player.body.velocity.y = -700; } else if (this.cursor.right.isDown && this.cursor.left.isUp) { //this.cursor.left.enabled = false; this.player.body.velocity.x = 200; this.player.animations.play('correr', 5, true); this.player.scale.x = 1; this.a = 2; //console.log("este es a = " + a); } else if (this.cursor.left.isDown && this.cursor.right.isUp) { //this.cursor.right.enabled = false; this.player.body.velocity.x = -200; this.player.animations.play('correr', 5, true); this.player.scale.x = -1; } else if (this.jump.isDown && this.player.body.wasTouching.down) { this.player.body.velocity.y = -700; } else { this.player.body.velocity.x = 0; this.player.animations.stop(); this.player.frame = 4; } /*/if(this.cursor.right.justUp){ this.cursor.left.reset(); } if(this.cursor.left.justUp){ this.cursor.right.reset(); }/*/ //var style = { font: "65px Arial", fill: "#ff0044", align: "center" }; //this.text = game.add.text(0, 0, "phaser 2.4 text bounds",{ font: "10px Arial"}) //this.text.anchor.set(0.5); }, render: function (){ //game.debug.inputInfo(32,32); game.debug.key(this.cursor.right, 50,50) }, playerDie: function () { this.player.kill(); this.start() //game.time.events.add(1000, this.start, this) }, start: function (){ game.state.start('play'); } as you can see, I created a group which has two platforms sprites, the problem is when the collision between the player and the group occurs, just apply to the last one I created, the rest the player just avoid them. I don't know what is my mistake, please tell me if this is ridiculous or I'm an idiot.
  17. Is it possible to detect an intersection between a mesh and a submesh of another mesh?
  18. Why isn't a collision triggering and stopping the camera ellipsoid prior to passing through the custom mesh in this scene: https://www.babylonjs-playground.com/#T4NQX2
  19. Hitbox is too high for collision

    Here is my code: https://pastebin.com/iH355eYP. The problem is, when a "bullet" collides with a "character" from an area above the character's "head", it is being counted as a collision. I've tried all of the advice I could find on the forum such as setting the height/width of the sprite body and whatnot, still no success
  20. if we set box1.physicsImpostor do we still have to set box1.checkCollisions = true; or can we remove box1.checkCollisions = true; from code? why we need .checkCollisions = true? Is not box1.physicsImpostor enought to do in code? Why/When we must do .checkCollisions = true for colliders? How .checkCollisions = true actualy works in babylonjs engine ? greetings Ian
  21. I have a top-down game where I want most objects aligned to tiles. They can be moved(by having a velocity applied to them) but when they do they need to end exactly within a tile when they are stopped. Let's say I have a sprite that is moving across the screen and it detects that the next tile it will try to enter is occupied by some other object. In that scenario I would like to manually stop the sprite at exactly the location of the tile it's in. Currently I have collision on blue and red in the picture and blue would then be manually aligned at the previous tile which looks bad animation wise as it sort of jumps backwards. So what I think I need is a sort of predictive method where before blue enters the next tile it checks if that tile is occupied and if so stops. Any suggestions on the best way to handle this?
  22. Collison 1 out of 15

    Hi im having a problem where only one out of my 15 sprites in my group are colliding and I dont know how to fix this. collisionDetection: function(){ this.game.physics.arcade.collide(this.player, enemy); }, //when they are being created for(var i = 0; i< this.ENEMY_SERVICE_POOL; i++){ enemy = new TGA.RunClasses.Enemy(this.game, { x:-20 + Math.random() * 500, y:0, origScale:this.gameConfig.ENEMY_SCALE, }); enemy.checkWorldBounds = true; enemy.outOfBoundsKill = true; this.enemyPool.push(enemy); console.log("kk"); this.gameLayer.add(enemy); } Idk why this happens. :l
  23. Hello there. I am dealing for a long time with this issue. I am making an endless runner where platforms are made from small chunks (each 32x32 square). Character should fall down, not stop on the wall. This also happens when chunks don't have any velocity, until I add if( this.body.touching.right ) { this.body.velocity.x = 0; this.body.acceleration.x = 0; } to the player sprite. When I don't apply velocity to the chunks but instead say this.left -= 10 on chunk group in update the things are get more weird I guess that has to do something with chunks, am I doing this in wrong way? Each platform is a group, to which I add those chunks export default class Platform extends Phaser.Group { constructor(game, _) { super(game); const defaults = { startX: 0, startY: game.height - 64, width: game.width * .3, tileLevel: 1, tileFrame: 8, }; this.state = { extended: false }; _ = Object.assign({}, defaults, _); this.physicsBodyType = Phaser.Physics.ARCADE; this.enableBody = true; // Y axis for(let y = _.startY; y <= game.height + game.global.tileSize; y += game.global.tileSize) { // X axis _.tileLevel === 1 ? _.tileFrame = 8 : _.tileFrame = 1; for( let x = 0; x < _.width; x += game.global.tileSize ) { this.create(x + _.startX, y, 'tileset', _.tileFrame); } _.tileLevel++; } const BODY_OFFSET = 4; this.forEach((child) => { child.body.immovable = true; child.body.allowGravity = false; child.body.offset.y = BODY_OFFSET; child.body.friction.set(0); child.body.velocity.x = -10; }, this); } update() { // Spawn another platform if ((this.left <= this.game.width) && (!this.state.extended)) { this.state.extended = true; this.game.global.spawnPlatform.dispatch(this.right); } // Destroy when off bounds if(this.right < 0) { this.destroy(); } } } Best regards.
  24. Collision with group only collides onces

    I'm having an issue which I'm unsure what's happening and can't find anyone else having a similar issue. Basically, I create a group, create them, add a tween to animate them across the page. I create a player sprite and whenever the player collides with the other sprites in the group kill them and render another one. however, this only works on the first item I create. var group = game.add.group(); group.enableBody = true; group.physicsBodyType = Phaser.Physics.ARCADE; So create my group and then do a `for loop` to create all my enemies for (var i = 0; i < 2; i++) { c = group.create(game.width, 20, 'seacreatures', 'octopus0000'); c.name = "enemy" + i; c.body.immovable = true; c.alive = true; c.alignIn(laneArr[Math.floor(Math.random() * laneArr.length)], Phaser.RIGHT_CENTER); game.add.tween(c).to({ x: -200 }, speedArr[Math.floor(Math.random() * speedArr.length)], Phaser.Quadratic, true, 0, 0, false); } group.callAll('animations.add', 'animations', 'swim', Phaser.Animation.generateFrameNames('purpleFish', 0, 32, '', 4), 30, true, false); group.callAll('play', null, 'swim'); game.physics.enable(c, Phaser.Physics.ARCADE); Below this I also render the player currPlayer = game.add.sprite(50, game.height / 4 * 2 + 45, "playerFish"); game.physics.enable(currPlayer, Phaser.Physics.ARCADE); currPlayer.body.immovable = true; currPlayer.physicsBodyType = Phaser.Physics.ARCADE; currPlayer.alignIn(laneRect_three, Phaser.LEFT_CENTER); currPlayer.scale.set(1.5); So in short, the enemy travels across the `x` axis and once it collides with the player it triggers a function which looks like this, my update function: game.physics.arcade.overlap(playerFish, enemyFish, collisionHandler, null, this); then the function it calls, `collisionHandler` looks like function collisionHandler () { killedEnemies += 1; c.destroy(); c.alive = false; text.setText("You have killed " + killedEnemies + " enemies !"); console.log("<<<<<<<<"); } But like I said, it only kills the first item it hits, am I missing anything?