khleug35

[Solved]Collision detection problem for P2 plugin

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How to detect collision between two objects in P2 Plugin??

I try to use the following code, but not work :(:(:(

When collisionGroup 0 collide  collisionGroup 1, It will trigger events (eg: hurt, tint, heart HP etc......)

this.body.collisionGroup = 0;
this.body.collideAgainst = [1];
this.body.collide = this.collide.bind(this);

 

collide: function(body){
     if (body.collisionGroup === 1) {
        console.log("You touch something");
        }
    },

 

Anyidea check collision between two objects or check overlap in P2 Physics???

Thank you very much

 

My full code of player class:

game.createClass('Player', {
    init: function(x, y) {
        this.classname = 'playerclass';
        this.sprite = new game.Sprite('panda.png');
        this.sprite.position.set(x, y);
        this.sprite.anchorCenter();
        this.sprite.addTo(game.scene.stage);

        
        this.body = new game.Body({
            mass: 1,
            fixedRotation: false,
            position: [
                this.sprite.position.x / game.scene.world.ratio,
                this.sprite.position.y / game.scene.world.ratio
            ],
        });
        
        var shape = new p2.Circle({
            radius: this.sprite.width / 2 / game.scene.world.ratio
        });

     /* For Box
        var shape = new p2.Box({
           width: this.sprite.width/ game.scene.world.ratio,
           height: this.sprite.height/ game.scene.world.ratio
        });
     */
        this.body.addShape(shape);
        this.body.collisionGroup = 0;
        this.body.collideAgainst = [1];
        this.body.addTo(game.scene.world);
        this.body.collide = this.collide.bind(this);
    },
    collide: function(body){
     if (body.collisionGroup === 1) {
        console.log("You touch something");
        }
    },
    update: function(){
        this.sprite.position.x = this.body.position[0] * game.scene.world.ratio;
        this.sprite.position.y = this.body.position[1] * game.scene.world.ratio;
        this.sprite.rotation = this.body.angle;
        
        if (game.keyboard.down('W')) {
 
        this.body.velocity[1] = -2;
        
        }
        else if (game.keyboard.down('S')) 
        {
        this.body.velocity[1] = 2;    
        }else{
        
        }
       
        if (game.keyboard.down('A')) {
 
        this.body.velocity[0] = -1;
        
        }
        else if (game.keyboard.down('D')) 
        {
        this.body.velocity[0] = 1;
        }
        else
        {	
        this.body.velocity[0] = 0;    
        }
    }
});   

 

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I find the p2 example and try to type the following code to set player to Player collisionGroup and enemy  to Enemy collisionGroup

But I still no idea to check two object overlap and collision:( :(

  this.groups = {
            Player: Math.pow(2, 0),
            Enemy: Math.pow(2, 1),
            GROUND: Math.pow(2, 2)
        };

 

this.shape.collisionGroup= game.scene.groups.Player;
this.shape.collisionMask= game.scene.groups.Player | game.scene.groups.Enemy;
        

 

From Panda2 in Arcade Physics ,  I can try this method

game.createClass('Player', {
    init: function() {
    ...
    this.body.collideAgainst = [game.Body.Enemy];
    this.body.collide = this.collide.bind(this);
    },
    collide: function(other) {
        if (other.collisionGroup === game.Body.Enemy) {
            //doSomething......
            }
   },
.....

});

 

From phaser 2 in P2 Physics , I can refer to this link.

http://www.phaser.io/examples/v2/p2-physics/collision-groups

 

How about Panda2 in P2 Physics , Thank you very much

 

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hi,

 

Have you set up the code in Mainscene correctly? It should look something like this:

 

add world
this.world = new game.Physics({
  gravity: [0, 1],
});

//add eventhandler collision
this.world.on("beginContact",function(event){
  if(typeof event.bodyA.collide !== 'undefined'){
    event.bodyA.collide(event.bodyB);
  }
  if(typeof event.bodyB.collide !== 'undefined'){
    event.bodyB.collide(event.bodyA);
  }
});

 

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