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Found 14 results

  1. Hi! I'm doing a school assignment about Phaser and I was wondering can someone explain the differences in Phaser 2 and Phaser 3 physics engines? Phaser 2 has: Arcade, P2 and Ninja physics and I know pretty much the differences in them. Phaser 3 has: Arcade, Impact, Matter and Multi physics, I guess the arcade is the same as in Phaser 2, but what about impact and matter? Can someone smarter than me explain how these work? Thank you in advance!
  2. Hey everyone, I looked around for details on this but I am trying to determine the difference between the Physic types: Arcade, Impact, Matter to see what would be best for my type of game or to experiment with. I read in the Dev blogs that "Arcade" was meant for very simple physics in a game, while somewhere else I read that "Matter" was meant for debugging... I would like to know what the real differences are and which would make the most sense for a given game type. Does anyone know what the differences between the Physic types are? Thanks!!!
  3. Hi, I would like to have two cards that when they collide with each other they would rotate in an analog way of the ones you can see in the attached video. This is the first part of the code: var config = { type: Phaser.AUTO, width: 800, height: 600, backgroundColor: '#1b1464', parent: 'phaser-example', physics: { default: "matter", matter: { gravity: { y: 0}, debug: true } }; scene: { preload: preload, create: create } }; var game = new Phaser.Game(config); function preload () { this.load.spritesheet("controllers", "assets/sprites/controllersSheet.png", { frameWidth: 100, frameHeight: 100 }); } var controller = []; function create () {; controller[1] = this.matter.add.sprite( 400, 100, 'controllers', 0, null, { restitution: 0, friction: 1}); controller[2] = this.matter.add.sprite( 400, 400, 'controllers', 1, null, { restitution: 0, friction: 1}); Then I am having some issues because with this next code they move as I'd like, but they don't rotate: controller[1].setInteractive(); controller[2].setInteractive(); this.input.setDraggable(controller[1]); this.input.setDraggable(controller[2]); this.input.on("drag", (pointer, gameObject, x, y) => {gameObject.setPosition(x, y); checkPosition();} ); this.input.on("dragstart", (pointer, gameObject) => { } ); this.input.on("dragend", (pointer, gameObject) => { } ); And with this other next code, they bounce all around and I can't find a way to make them stay fixed. this.matter.add.mouseSpring({ length: 0, stiffness: 0 }); If someone knows how to help me, I would be very thankful. mm.mp4
  4. Hello! I'm trying to make a game like raze (flash game from 2010~ish) and I currently have a level import system and moving animated sprite. I am using matter.js for the physics. I am also using phaser 3 v3.12 as tiled hit detection(? idk how to say) breaks in the the newer versions. I saw the demo for angle to pointer ( and wondered if something like it existed in Phaser 3. and also, it would be great if i could anchor a sprite onto another moving one (the weapon on the player) as then it would work, but idk how to do it as I couldn't find anything for phaser 3. Thanks for your help, I might not respond right away! AND here is my project link(so i can work on it on the multiple different computers that I have): ~~~~technically I'm copying the code from the "making modular game worlds in phaser 3 part 5" demo, but this is how I get started on projects as I'm not good at setting things up!
  5. Hello, I am trying to imitate a rotating part (a.k.a. "windmill" please see this youtube video) using the Matter physics engine's constraint. I have tested a body shape made with PhysicsEditor and that of simple image shape (just a thin rectangle). The windmill made with PhysicsEditor keeps on rotating and it does not seem to stop until you give another collision to the body. Here is a codepen to demonstrate. Please try pressing space key for a second. Is there any way to control the behaviour of the body shape made with PhysicsEditor? Thank you for your help in advance!
  6. Hello, found a bug in the matter physics engine collision detector, I'm working with polygonal colliders. When an object collides with another and passes through it the "collision end" event doesn't trigger until de object is outside the real shape of the sprite (image size). I'm attaching a small video of it in which I'm logging the collision between the small vert of the triangle against the body of the other triangle, you can see how the "collision end" triggers when the vert enters and leave from the same side but not when it goes through it (until leaving the image size). Hope it helps fixing it! and if anyone knowns a workaround it would really help me. Regards. Edit: here's a small c9 demo (event trigger notification on console).
  7. Hi All, To wrap gameobjects around the screen for asteroids clone, I have used arcade physics from asteroids movement.js example., 32); Do you know if I can find or develop a similar function that will work for matter physics? Something like..., 32);
  8. matterjs always set 1 for body scale parametr after setScale. And it's ploblem for reScale game object. Any solve for it?
  9. iKest


    Jast4fun... My Ballz game implementation with Phaser 3 and Matter physics for PWA and Instant.
  10. iKest


    Good day. I make pool with containers and i need add to containers matter body without add this in matter world. i do it through: this.container = getCustomContainer(this.pool) this.matter.add.GameObject(this.container) ...  this.container.SetBody(...) and it seems to me not right...
  11. Hello, I'm using Phaser 3 and the physics engine matter. I need to call a function when one object collides with a particular object. For example I have a tank, barrels, hearts. Then there will be bullets, other tanks, some other objects. You need to call the function when the tank collides with the barrel, it should explode, and if it collides with the heart, it will replenish life.'collisionstart', function (event) { bangBarrel(); }); this method calls the function in any collision. How to trigger the function when the tank collide with the barrel, and how to trigger the function when the tank collide with the heart?
  12. ``` setColliders (x, y, side, index) { // collider a this.colliderA = - side * 150, y, 7, { label: 'collider_a', isStatic: true, }) // collider b this.colliderB =, y, 7, { label: 'collider_b', isStatic: true, }) // collider basket this.colliderBasket = this.scene.matter.add.rectangle( x - side * 73, y, 120, 30, { label: `Basket${index}`, isStatic: true, isSensor: true, }, ) } ``` which function will remove them ?
  13. I'm struggling with giving a Geom a Matter body, or with updating graphics according to matter bodies movement. I'm trying looping through all my Geoms, created from all my matter bodies, and then updating each with the position of the matter body and drawing it in to the graphics, but the results performance is really bad. Can anyone please provide me with an example? I found none at Thanks!
  14. Does anyone know how I can get the Matter physics engine to render its geometry when running within Phaser? I.e. when I'm not assigning a sprite to a physics body, but I want the geometry of the objects I've created to be rendered as lines instead. If I set "debug" to true on the Matter config, I can see purple lines being rendered by the debugger. But if I set debug to false, I no longer see anything rendered. I've found there are a bunch of properties on the Matter "Body" object like StrokeStyle, LineWidth and FillStyle (described here) which seem designed for this purpose. However, I can't see equivalents for those in the Phaser documentation, and when I set the properties on the Matter body directly they seem to have no effect. Am I missing some simple piece of config or setup that I need to do, or have I stumbled across a bug or unsupported feature?