zargap

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About zargap

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  1. zargap

    Collision help

    Hooray, looks like it is!
  2. What browsers does it happen in? I've done a little with changing cursors for a point-and-click game I made, I found it to be really really inconsistent in pretty much anything :/
  3. zargap

    Collision help

    Yes, this is in 1.1.4. If I don't have the bit that checks if they're touching and bumps the sprite a bit, it's a lot easier to just walk through things, but I guess I'll just take that out and wait for it to get fixed, thanks for clearing this up (more or less).
  4. zargap

    Collision help

    Thanks jcs, I tried that but the problem persists. :'( It seems like if say the right edge of a sprite body is touching the left edge of another it doesn't register them as "touching."
  5. zargap

    Collision help

    Also, seems that if I bump into another sprite enough I can walk through it. Seems to be something with the sprites not registering as touching?
  6. I did something sorta like this pretty simply in just jQuery with good ol' CSS. It's at dreamnavigator.info, it's pretty simple and it could probably be made even moreso.
  7. zargap

    Collision help

    Hi friends, new to the forum and to Phaser. Basically I'm trying to get my bearings and right now I'm just sorta turning the "Making your first Phaser game" tutorial http://www.photonstorm.com/phaser/tutorial-making-your-first-phaser-game into a more RPG-style dealy. My issue is that my sprite-to-sprite collisions seem to be working well, but if say I walk into a sprite headed right, bump into another sprite and then go a bit up or a bit down, sometimes I can continue through the sprite by heading further right. I don't have this problem with tileset collisions. Here's what I have for movement: //LEFT if (cursors.left.isDown) { if (player.body.touching.left) { player.x += 3; } else { player.body.velocity.x = -100; player.animations.play('left'); }//RIGHT } else if (cursors.right.isDown) { if (player.body.touching.right) { player.x -= 3; } else { player.body.velocity.x = 100; player.animations.play('right'); }//UP } else if (cursors.up.isDown) { if (player.body.touching.up) { player.y += 3; } else { player.body.velocity.y = -100; player.animations.play('stand'); }//DOWN } else if (cursors.down.isDown) { if (player.body.touching.down) { player.y -= 3; } else { player.body.velocity.y = 100; player.animations.play('stand'); } } /*else if (cursors.up.isUp) { player.body.velocity.y = 0; player.animations.stop(); } else if (cursors.down.isUp) { player.body.velocity.y = 0; }*/ else { // Stand still player.animations.stop(); player.frame = 4; player.body.velocity.x = 0; player.body.velocity.y = 0; } }And for collisions: game.physics.collide(player, mans); Is it something I did? Am I doing something really inelegant and unnecessary or something? Should I add something with overlaps? Thanks in advance.