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Collision with Phaser.Group


Nonononoki
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Hi, 

 

I'm looking for a way to collide 2 groups with each other.

 

This is my first group:

//  Our core Bullet class    //  This is a simple Sprite object that we set a few properties on    //  It is fired by all of the Weapon classes    var Bullet = function (game, key) {        Phaser.Sprite.call(this, game, 0, 0, key);        this.texture.baseTexture.scaleMode = PIXI.scaleModes.NEAREST;        this.anchor.set(-0.5);        this.checkWorldBounds = true;        this.outOfBoundsKill = true;        this.exists = false;        this.tracking = false;        this.scaleSpeed = 0;    };    Bullet.prototype = Object.create(Phaser.Sprite.prototype);    Bullet.prototype.constructor = Bullet;    Bullet.prototype.fire = function (x, y, angle, speed, gx, gy) {        gx = gx || 0;        gy = gy || 0;        this.reset(x, y);        this.scale.set(1);        this.game.physics.arcade.velocityFromAngle(angle, speed, this.body.velocity);        this.angle = angle;        this.body.gravity.set(gx, gy);    };    Bullet.prototype.update = function () {        if (this.tracking)        {            this.rotation = Math.atan2(this.body.velocity.y, this.body.velocity.x);        }        if (this.scaleSpeed > 0)        {            this.scale.x += this.scaleSpeed;            this.scale.y += this.scaleSpeed;        }    };    var Weapon = {};    ////////////////////////////////////////////////////    //  A single bullet is fired in front of the ship //    ////////////////////////////////////////////////////    Weapon.SingleBullet = function (game) {        Phaser.Group.call(this, game, game.world, 'Single_Bullet', false, true, Phaser.Physics.ARCADE);        this.nextFire = 0;        this.bulletSpeed = 600;        for (var i = 0; i < 100; i++) //maxBulets        {            var nb = new Bullet(game, 'bullet1');            myBullets.add(nb);            this.add(nb, true);        }        return this;    };    Weapon.SingleBullet.prototype = Object.create(Phaser.Group.prototype);    Weapon.SingleBullet.prototype.constructor = Weapon.SingleBullet;    Weapon.SingleBullet.prototype.fire = function (source) {        if (this.game.time.time < this.nextFire) { return; }        var x = source.x -10 ;        var y = source.y -10;        bulletSound.play();        this.getFirstExists(false).fire(x, y, -90, this.bulletSpeed, 0, 0);        this.nextFire = this.game.time.time + fireRate;    };    //////////////////////////////////////////////////////////////////////////    //  Fires a streaming beam of lazers, very fast, in front of the player //    //////////////////////////////////////////////////////////////////////////    Weapon.Beam = function (game) {        Phaser.Group.call(this, game, game.world, 'Beam', false, true, Phaser.Physics.ARCADE);        this.nextFire = 0;        this.bulletSpeed = 1000;        for (var i = 0; i < 100; i++)        {            var nb = new Bullet(game, 'lazor');            myBullets.add(nb);            this.add(nb, true);        }        return this;    };    Weapon.Beam.prototype = Object.create(Phaser.Group.prototype);    Weapon.Beam.prototype.constructor = Weapon.Beam;    Weapon.Beam.prototype.fire = function (source) {        if (this.game.time.time < this.nextFire) { return; }        var x = source.x-12;        var y = source.y+3;        bulletSound.play();        this.getFirstExists(false).fire(x, y, -90, this.bulletSpeed, 0, 0);        this.nextFire = this.game.time.time + fireRate/5;    };

This is the second group:

var baddies;create: function () {    baddies = game.add.group();    baddies.enableBody = true;    baddies.physicsBodyType = Phaser.Physics.ARCADE;}

The thing is, that those two different groups are of a different kind (I think). I already looked up the examples on the phaser example page but it was of no help. Thanks for all answers.

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