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  1. I'm getting stuck with this issue. I've updated my projects from phaser 2.2 to current 2.3.0. and every collision isn't working any more. I'm using the arcade.physics system. Set up is (shortened): the collision handler does not fire. Group 1this.wave =;this.wave.enableBody = true;this.wave.physicsBodyType = Phaser.Physics.ARCADE;game.physics.enable(this.wave, Phaser.Physics.ARCADE);Group 2this.player =;this.player.enableBody = true;this.player.physicsBodyType = Phaser.Physics.ARCADE;game.physics.enable(this.player, Phaser.Physics.ARCADE);into update func:game.physics.arcade.collide( this.player, this.wave, this.collision, null, this);does not detect anything.Same goes with sprite vs. sprite, worked before.I tried different configurations since there are multiple ways and I do not know which one is actually the most updated:wave_obj.physicsBodyType = Phaser.Physics.ARCADE;game.physics.enable(wave_obj, Phaser.Physics.ARCADE);;game.physics.arcade.enable( wave_obj );console output contains: type: 0 and physicsType: 0 - is that correct?c.Sprite {type: 0, physicsType: 0, position: c.Point, scale: c.Point, transformCallback: null…}Any ideas? suggestions, I've tried every syntax written above. with phaser 2.2 it worked. also tried: game.physics.startSystem(Phaser.Physics.ARCADE);game.physics.arcade.TOP_BOTTOM;with sprite vs spritegame.physics.enable( [ this.racer, wave_obj ], Phaser.Physics.ARCADE);game.physics.arcade.overlap instead of game.physics.arcade.collideregards
  2. sinanqd10

    collide group sprite problem

    GROUP VS GROUP Sprite will be generated after 3 seconds with velocity.x randomly, but when the sprite generated with slow velocity.x and another new sprite will generate after 3 seconds. The problem is that I cannot collide with the previous sprite that generated with slow velocity. What is my problem? Can anyone please kindly correct me? I hope that someone helps me . Thanks ! create: function() { groupPlayer =; groupPlayer.enableBody = true; player = groupPlayer.create( - 115,, 'bananaBounce'); game.physics.arcade.enable(player); player.body.fixedRotation = true; player.body.gravity.y = 1000; player.body.collideWorldBounds = true; player.body.checkCollision = true; player.body.setSize(100, 50, 8, 10); player.animations.add('play');'play', 25, true); player.smoothed = true; player.anchor.set(0.5); groupPlayer.add(player); * 3, this.randomSprite, this);},randomSprite: function() { imgRandomGroup =; imgRandomGroup.enableBody = true; imgRandomGroup.physicsBodyType = Phaser.Physics.ARCADE; var imgType = Math.floor(Math.random()*5); sprites = imgRandomGroup.create(, game.rnd.between(40, 300), 'level1'); sprites.animations.add('anim', [imgType], 10, true);'anim'); game.physics.arcade.enable(sprites);, this); sprites.body.velocity.x -= 50 + Math.random() * 300; imgRandomGroup.add(sprites); },removeSprite: function(sprite) { sprite.kill(); },killSprite: function(sprite) { sprite.kill();},update: function() { game.physics.arcade.collide(imgRandomGroup, groupPlayer, this.killSprite, null, this);}