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About Hitman666

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  1. Hi, I actually posted this question on StackOverflow but it got really just few views (only 6 since yesterday) so I'm posting it here in hope I would get help. Here's my question: In Phaser framework I can set the world bounds by using: this.game.physics.p2.setBounds(90, 90, 400, 400, true, true, true, true, false); This will make world bounds in a rectangle shape. What I need, however, is to make a circle shaped world bounds (I have a drum in which I want the balls to "jump"). One idea I have (if more elegant solution won't be found) is to make a bunch of static objects around the image of the drum (similar to this example) but I would like to avoid that if possible, so if someone knows how to solve this help would be appreciated. Also, I did see this pinball example but I couldn't find a way to get this in p2 physics. So, a nudge in the right direction would be great!
  2. Thank you rich, I'm posting the code with what I came up with, in case someone will need something like this: var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update, render: render });function preload() { game.load.image('stars', 'assets/misc/starfield.jpg'); game.load.spritesheet('ship', 'assets/sprites/humstar.png', 32, 32); game.load.image('panda', 'assets/sprites/spinObj_01.png'); game.load.image('sweet', 'assets/sprites/spinObj_06.png');}var ship;var starfield;var cursors;function create() { // Enable P2 game.physics.startSystem(Phaser.Physics.P2JS); // Turn on impact events for the world, without this we get no collision callbacks game.physics.p2.setImpactEvents(true); game.physics.p2.restitution = 0.8; // Create our collision groups. One for the player, one for the pandas var playerCollisionGroup = game.physics.p2.createCollisionGroup(); var pandaCollisionGroup = game.physics.p2.createCollisionGroup(); // This part is vital if you want the objects with their own collision groups to still collide with the world bounds // (which we do) - what this does is adjust the bounds to use its own collision group. game.physics.p2.updateBoundsCollisionGroup(); starfield = game.add.tileSprite(0, 0, 800, 600, 'stars'); starfield.fixedToCamera = true; var pandas = game.add.group(); pandas.enableBody = true; pandas.physicsBodyType = Phaser.Physics.P2JS; for (var i = 0; i < 4; i++) { var panda = pandas.create(game.world.randomX, game.world.randomY, 'panda'); panda.body.setRectangle(40, 40); // Tell the panda to use the pandaCollisionGroup panda.body.setCollisionGroup(pandaCollisionGroup); // Pandas will collide against themselves and the player // If you don't set this they'll not collide with anything. // The first parameter is either an array or a single collision group. panda.body.collides(pandaCollisionGroup); panda.body.velocity.x = 500; panda.body.velocity.y = 500; } // Create our ship sprite ship = game.add.sprite(200, 200, 'ship'); ship.scale.set(2); ship.smoothed = false; ship.animations.add('fly', [0,1,2,3,4,5], 10, true); ship.play('fly'); game.physics.p2.enable(ship, false); ship.body.setCircle(28); ship.body.fixedRotation = true; // Set the ships collision group ship.body.setCollisionGroup(playerCollisionGroup); // The ship will collide with the pandas, and when it strikes one the hitPanda callback will fire, causing it to alpha out a bit // When pandas collide with each other, nothing happens to them. game.camera.follow(ship); cursors = game.input.keyboard.createCursorKeys();}function hitPanda(body1, body2) { // body1 is the space ship (as it's the body that owns the callback) // body2 is the body it impacted with, in this case our panda // As body2 is a Phaser.Physics.P2.Body object, you access its own (the sprite) via the sprite property: body2.sprite.alpha -= 0.1;}function update() { ship.body.setZeroVelocity(); if (cursors.left.isDown) { ship.body.moveLeft(200); } else if (cursors.right.isDown) { ship.body.moveRight(200); } if (cursors.up.isDown) { ship.body.moveUp(200); } else if (cursors.down.isDown) { ship.body.moveDown(200); } if (!game.camera.atLimit.x) { starfield.tilePosition.x += (ship.body.velocity.x * 16) * game.time.physicsElapsed; } if (!game.camera.atLimit.y) { starfield.tilePosition.y += (ship.body.velocity.y * 16) * game.time.physicsElapsed; }}function render() { game.debug.text('Collide with the Pandas!', 32, 32);}
  3. Hey guys, This is my first post on this forum. I posted the question, after I tried to solve it myself, on StackOverflow: http://stackoverflow.com/questions/30076423/move-the-sprite-but-dont-collide-with-other-sprites-in-the-scene-in-phaser but am trying here to because I think I'll get help quicker. I'm pasting the question below: I'm referring to the official example on Phaser.io site, but have copied it here for reference below. What I want, and repeatedly fail to achieve is that the moving (with keyboard keys) starfieldsprite would not collide with other vegies sprites. I did go through the docs and looked here on SO and their forum, and it seems that the solutions should be easy enough; to just put the following code in the update() function: game.world.bringToTop(sprite);But, for some reason this is not working for me, so please tell me what I'm doing wrong. var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update });function preload() { game.load.image('sky', 'assets/skies/sky4.png'); game.load.image('starfield', 'assets/misc/starfield.jpg'); game.load.spritesheet('veggies', 'assets/sprites/fruitnveg64wh37.png', 64, 64);}var sprite;var cursors;var veggies;function create() { game.add.image(0, 0, 'sky'); // Enable p2 physics game.physics.startSystem(Phaser.Physics.P2JS); // Make things a bit more bouncey game.physics.p2.defaultRestitution = 0.8; // Add a sprite sprite = game.add.tileSprite(300, 450, 200, 50, 'starfield'); // Enable if for physics. This creates a default rectangular body. game.physics.p2.enable(sprite); veggies = game.add.group(); veggies.enableBody = true; veggies.physicsBodyType = Phaser.Physics.P2JS; var vegFrames = [ 1, 3, 4, 8 ]; for (var i = 0; i < 10; i++) { var veg = veggies.create(game.world.randomX, game.world.randomY, 'veggies', game.rnd.pick(vegFrames)); veg.body.setCircle(26); } text = game.add.text(20, 20, 'move with arrow keys', { fill: '#ffffff' }); cursors = game.input.keyboard.createCursorKeys();}function update() { sprite.body.setZeroVelocity(); game.world.bringToTop(veggies); if (cursors.left.isDown) { sprite.body.moveLeft(400); sprite.tilePosition.x -= 8; } else if (cursors.right.isDown) { sprite.body.moveRight(400); sprite.tilePosition.x += 8; } if (cursors.up.isDown) { sprite.body.moveUp(400); sprite.tilePosition.y -= 8; } else if (cursors.down.isDown) { sprite.body.moveDown(400); sprite.tilePosition.y += 8; }}