Jump to content

Search the Community

Showing results for tags '1.0'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • HTML5 Game Coding
    • News
    • Game Showcase
    • Facebook Instant Games
    • Web Gaming Standards
    • Coding and Game Design
    • Paid Promotion (Buy Banner)
  • Frameworks
    • Pixi.js
    • Phaser 3
    • Phaser 2
    • Babylon.js
    • Panda 2
    • melonJS
    • Haxe JS
    • Kiwi.js
  • General
    • General Talk
    • GameMonetize
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered
    • Marketplace (Sell Apps, Websites, Games)

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Twitter


Skype


Location


Interests

Found 1 result

  1. hi! i'm trying out phaser for the first time (using 1.00TS083) and loving it so far. i am making a simple game where some sprites (cars) are being moved with tweens. the tweened cars have 'immovable' set to true (so their motion isn't affected by collisions), and the player sprite is being moved with the keyboard (setting its velocity based on what keys are down, like in many of the test examples). i am calling myGame.collide(cars, player) in the update() callback. when i try to move the player into a car, the player stops, as expected. but if a car moves into the player, the car and the player end up overlapping. if i move the car sprites using velocity, rather than tweens, then the cars push the player out of the way, as expected. any suggestions? is this a bug, or expected behaviour? or maybe i'm doing something wrong? thanks for any help!
×
×
  • Create New...