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Found 2 results

  1. I am building a basketball game. I cannot get the ball to stop sticking to the rim colliders. When I was running p2 physics, the ball would simply bounce off the rim colliders as expected, but now, everytime the ball touches the rim colliders, it slows down movement rapidly and doesn't bounce or fall as expected. I think I might be missing a property setting somewhere. I set the rim colliders (leftMarker + rightMarker) to be immovable in create() but I'm not sure what else I need. I don't understand why the colliders stick to each other! Any help is appreciated! Basketball.Game = function (game) { this.score = null; this.scoreText = null; this.ball = null; this.net = null; this.basket = null; this.rim = null; this.leftMarker = null; this.rightMarker = null; this.checker = null; this.ballCollisionGroup = null; this.rimCollisionGroup = null; this.collisionsOn = false; this.launched = false; this.respawned = false; this.lastPointerPos = null; //HTML element that will produce screenshot this.clickToSave = null; //Constants this.GRAVITY = 1600; this.SHOOT_FORCE = 1400; this.EDGE_CUSHION = 10; this.SCALE_PERCENT = 0.55; }; Basketball.Game.prototype = { create: function () { //Initialize physics world this.game.physics.startSystem(Phaser.Physics.ARCADE); this.game.physics.arcade.gravity.y = this.GRAVITY; //Create basket group this.basket = this.game.add.group(); //Load net sprite this.net = this.game.add.sprite(this.game.world.centerX, this.game.world.centerY - 200, 'net'); this.net.anchor.setTo(0.5); this.basket.add(this.net); //Load hoop markers this.leftMarker = this.game.add.sprite(this.game.world.centerX - 57, 232, 'marker'); this.rightMarker = this.game.add.sprite(this.game.world.centerX + 57, 232, 'marker'); this.leftMarker.anchor.setTo(0.5); this.rightMarker.anchor.setTo(0.5); this.basket.add(this.leftMarker); this.basket.add(this.rightMarker); //Load ball sprite this.ball = this.game.add.sprite(this.game.world.centerX, this.game.world.height - 100, 'ball'); this.ball.anchor.setTo(0.5); //Load rim sprite this.rim = this.game.add.sprite(this.game.world.centerX, this.game.world.centerY - 200, 'rim'); this.rim.anchor.setTo(0.5); this.basket.add(this.rim); //Load checker sprite this.checker = this.game.add.sprite(this.game.world.centerX, this.game.world.centerY - 80, 'checker'); this.checker.anchor.setTo(0.5); this.basket.add(this.checker); //Setup physics this.game.physics.arcade.enable([this.leftMarker, this.rightMarker, this.ball]); this.leftMarker.body.setCircle(this.leftMarker.width / 2); this.rightMarker.body.setCircle(this.rightMarker.width / 2); this.leftMarker.body.moves = false; this.rightMarker.body.moves = false; this.leftMarker.body.immovable = false; this.rightMarker.body.immovable = false; this.leftMarker.body.enable = false; this.rightMarker.body.enable = false; this.ball.body.setCircle((this.ball.width * this.SCALE_PERCENT) / 2); this.ball.body.allowGravity = false; this.ball.body.bounce.set(0.8); this.ball.body.velocity.set(0); //Enable input this.game.input.onDown.add(this.track, this); this.game.input.onUp.add(this.launch, this); //Initialize this.score = 0; this.scoreText = this.game.add.bitmapText(this.game.world.centerX, this.game.world.centerY, 'pixel', 'Score: ' + this.score, 36); this.scoreText.anchor.setTo(0.5); this.lastPointerPos = new Phaser.Point(0, 0); //For mobile Phaser.Canvas.setTouchAction(this.game.canvas, 'auto'); this.game.input.touch.preventDefault = true; }, update : function () { this.game.physics.arcade.collide(this.ball, this.leftMarker); this.game.physics.arcade.collide(this.ball, this.rightMarker); //Only enable collisions when the ball is above the net markers if (this.ball.y < this.basket.children[1].y - this.ball.height / 2) { console.log("Detect collisions!"); this.leftMarker.body.enable = true; this.rightMarker.body.enable = true; } //Check if the ball is out of bounds if (this.ball.x < this.camera.x - this.ball.width / 2 || this.ball.x > this.camera.width + this.ball.width / 2|| this.ball.y < this.camera.y - this.ball.height / 2 || this.ball.y > this.camera.height + this.ball.height / 2) { //Respawn the ball if it hasn't already if (!this.respawned) { this.respawn(); } } }, render : function () { this.game.debug.body(this.ball); if (this.leftMarker.body.enable) { this.game.debug.body(this.leftMarker); this.game.debug.body(this.rightMarker); } }, track : function () { //Update the last finger position this.lastPointerPos.x = this.input.x; this.lastPointerPos.y = this.input.y; //Set the ball physics to be still this.ball.body.allowGravity = false; this.ball.body.velocity.set(0); this.launched = true; }, launch : function () { //Launch the ball if it hasn't already if (this.launched) { this.game.add.tween(this.ball.scale).to({ x: this.SCALE_PERCENT, y: this.SCALE_PERCENT }, 1000, Phaser.Easing.Linear.Out, true); this.launched = false; this.ball.body.allowGravity = true; //Get the direction of finger swipe, normalize it, and apply a scalar to the velocity of the ball var direction = new Phaser.Point(this.input.x - this.lastPointerPos.x, this.input.y - this.lastPointerPos.y); Phaser.Point.normalize(direction, direction); if (direction.y < 0) { this.ball.body.velocity.x = direction.x * this.SHOOT_FORCE; this.ball.body.velocity.y = direction.y * this.SHOOT_FORCE; } } }, respawn : function () { this.respawned = true; //Set the ball physics to be still again this.ball.body.allowGravity = false; this.ball.body.velocity.set(0); //Disable collisions this.leftMarker.body.enable = false; this.rightMarker.body.enable = false; this.game.time.events.add(Phaser.Timer.SECOND * 0.25, function () { this.respawned = false; //Rescale the ball and its body this.ball.scale.setTo(1); this.ballResized = false; //Spawn the ball in a new, random location var ballSpawnX = this.game.rnd.integerInRange(this.camera.x + this.ball.width / 2 + this.EDGE_CUSHION, (this.camera.width - this.ball.width / 2) - this.EDGE_CUSHION); ballSpawnX = this.game.math.snapTo(ballSpawnX, 10); //Make sure the ball is in the boundary we set if (ballSpawnX < this.ball.width + this.EDGE_CUSHION) { ballSpawnX = this.ball.width + this.EDGE_CUSHION; } else if (ballSpawnX > this.world.width - this.EDGE_CUSHION) { ballSpawnX = this.world.width - this.EDGE_CUSHION; } this.ball.x = ballSpawnX; this.ball.y = this.game.height - 100; }, this); }, saveCanvas : function () { var link = this.game.canvas.toDataURL('image/png'); window.open(link, '_blank'); } };
  2. Hi guys, I am working on my first Phaser game and have one little question: According to the (http://docs.phaser.io/Phaser.Physics.Arcade.Body.html#moves) I should be able to do: spriteName.body.moves = false; on a physics enabled sprite in order to allow the mouse input to move it around. But it doesn't seem to work using P2 physics, only arcade. Is there any way to achieve the same effect in P2 or am I doing something wrong? I am doing a pretty similar thing to this example except with P2: http://examples.phaser.io/_site/view_full.html?d=arcade%20physics&f=gravity+and+drag.js&t=gravity%20and%20drag Thanks in advance! Gilli
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