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  1. Great! That was what I was looking for. I wasn't aware that world was a group. Thanks!
  2. That's actually removing the Sprite and it doesn't render any longer. Plus, is giving me this error: Uncaught TypeError: Cannot read property 'visible' of undefined
  3. Hi! I'm trying to figure out how to detach a sprite from a Group. Currently you add it with the group as a two-step process: 1) Create the Sprite 2) Add it to the group: group.add(sprite) But if I want to detach it from the group, so I can handle it individually, I have no other option than "destroy", which removes the Sprite. Setting the parent to null doesn't work either. The objective is that when a specific condition is met, the tween that is applied to all elements in the group as a whole doesn't apply to this particular sprite. Thank you!
  4. alvatar

    Collision help

    Seems fixed in 1.1.5
  5. alvatar

    Collision help

    He is probably doing that because the Physics engine fails to guarantee that the sprites won't ever overlap.
  6. alvatar

    Collision help

    I had this similar issue in v1.1.3 as well. Please see:
  7. alvatar

    Collision help

    I'm having an issue that might be related. I've just posted it but I need approval, as it is my first post.
  8. I'm trying to make a little game using physics, where the user pushes balls around. The balls are defined as Sprite extensions, like this: function Player(game, type) {, game,,, 'player') this.anchor.setTo(0.5, 0.5) this.type = type this.body.collideWorldBounds = true this.body.allowRotation = true this.body.bounce.setTo(0.6, 0.6) this.body.setCircle(50) this.body.angularDrag = 50 this.body.drag = 5 game.add.existing(this) } And the interaction is based on doing: this.players.getAt(0).body.velocity.x -= 10with every one of the directions, depending on the key pressed. It works, I can push elements around. But I'm facing an issue, I don't know it it's a bug or it's just expected to work like this and I'm missing something. The problem is that the elements overlap in some situations. For example, if I keep pressing the key, forcing the sprite against another one, it may finally "break" the collision boundary and overlap. Is there a solution for this? Is it a known issue? Thank you