Jump to content

Search the Community

Showing results for tags 'arcade physics'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • HTML5 Game Coding
    • News
    • Game Showcase
    • Facebook Instant Games
    • Web Gaming Standards
    • Coding and Game Design
  • Frameworks
    • Phaser 3
    • Phaser 2
    • Pixi.js
    • Babylon.js
    • Panda 2
    • melonJS
  • General
    • General Talk
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start



Website URL





  1. Hi! character in my game is this cat: The cat is class extending group and contains torso and head, both are sprites with arcade physics enable on it. In the game, the cat is pushed up by applying velocity on it and it collects certain items (gameplay is similar to Flip the Gun game, check it out for better understanding). THE PROBLEM: In update method, I am constantly checking for collisionse between cat and the items: this.game.physics.arcade.overlap(this._cat, this._sceneObjectsLayer, this.onObjectCollision, null, this); My onObjectCollision method looks li
  2. Hi All I've been working on a top down endless runner , where the player jumps from one platform to another and should not leave the screen. How to make a platform move horizontally I'm spawning platforms and adding x and y velocity its working but is it a right of doing it ? if not how to make it look better this.initX = this.x; this.body.velocity.y = -200; platform.prototype.update = function () { if (this.moving) { if (this.x > (this.initX + this.wi
  3. Hi Guys. I did some test on my notebook, and the phaser doesn't reach 60FPS, just 40FPS. As this said, I've been having some problem working with the ARCADE physics, considering that it works on a 60FPS constant. The following implementation was a try to solve the problem: var game = new Phaser.Game(960, 540, Phaser.CANVAS); var GameState = { init: function () { this.game.forceSingleUpdate = true; this.game.time.desiredFps = this.game.time.fps || 60; ... }, update: function() { this.game.time.desiredFps = this.game.time.fps || 60;
  4. Hi guys, I've been digging through the code, examples and the forums and I'm yet to discover a solution to my problem. I have an array of objects and have set their collision properties as follows: this.physics.add.overlap(this.ball, this.bricks, this.hitBrick, null, this); What I need is to be able to dynamically change the collision type to something like: this.physics.add.collider(this.ball, this.bricks, this.hitBrick, null, this); Is there any way I can achieve that? Many thanks
  5. Hi, This is my first game and im working with Phaser . I have made progress far, its a basic basketball shoot and score game. I am the point where i write the logic to throw the ball into the net. Can I get some assistance on how to go about this ? Demo link : basket.inspireleadership.biz
  6. Hi everyone, I ran into a problem while prototyping a game. The game is very basic for now: the player is a 32x32 square sprite in a tilemap of 32x32 tiles. The player had to dig trough the dirt tile. Grey tiles (rocks) will fall down if there is no more dirt below them. As you can see on the screenshots, if the player remove a dirt tile below a rock, this one will start falling down and will also make the player tunneling through the dirt tiles which of course is not intended. I don't understand where the problem might be? In update, I make the player collide with rocks and the dirt ti
  7. Hey, Still fairly new to game developing. Trying my hand at it. I've got most of a game created and have figured out a bunch of things. There are two glaring issues I can't seem to get past. My player has gravity applied. If he falls from a certain height and the gravity is high, he falls through the floor tiles. If I turn down the gravity so this doesn't happen, the game seems slow. You can check out a working version of the game at http://gf-game.herokuapp.com/ . I looked into switching to P2 Physics but it just seemed way more complicated than I needed it to be for this type of game.
  8. Hello everyone, I've been looking in to how one might create sloping tiles in Phaser.js and its Arcade physics engine. From what I've done so far, I just basically have two squares moving through the middle of an existing square as an experiment to see if my 'limited' knowledge of maths actually works (see fiddle): http://jsfiddle.net/drunkenoodle/qLuzv06c/10/. My plan was to simply move a sprite along that same trajectory while ignoring the left and right collisions of the tile... So I gave it a shot and attempted to apply the method to Phaser, although had very little luck doing so. I've
  9. Hello! I'm not well versed in game development but I write a lot of JS for my classes and my job, so I'd like to think I have some semblance of knowing what I'm doing, but the issue I'm having with Phaser right now is completely beyond me. It's hard to accurately describe my problem in words, so I've left the entire project as an attachment for you to see for yourself. (Cursor keys to control.) Essentially, I'm trying to write a simple platformer using a tilemap larger than the screen. However, when the camera is set to follow an object, and that object crosses the center of the window in
  10. I see the docs of the Body class http://phaser.io/docs/2.6.2/Phaser.Physics.Arcade.Body.html But i am not sure which would be the right property to change. I have two balloons falling down and they might both at the same time or one after the other, hit my rectangle. The problem is, both objects stop moving after they hit the rectangle. i am sure this has to do something with physics. As if the vertical(y coordinate) velocity gets set to 0 when they hit the rectangle. Here is a sample code: graphics = si.gameObject.add.sprite(boxX, boxY, si.ImageAssetKeys.BALLOON_ANIM_ATLAS, 0);
  11. Hello everyone, i am having a hard time implementing the physics for a race like game where you can drive over "boosting" and "slowing" zones. The player can control in which lane the vehicle drives (left, mid, right). On the track there are different zones/areas. Boosting Zones should accelerate the vehicle and "Slowing" zones should really punish the player with very slow speed and a massive drag. The game is played in portrait mode with the vehicle going up. The camera is fixed on the vehicle. The lane switching is working and right now I am using tweens for that. My pro
  12. Hi i'm quite new to phaser but ive been making this game for a school project where you control a helicopter and when the helicopter body collides with the water refill building it refills the water but if i go up against the side of the building and change direction it flips my helicopter so that it flys the other direction which then makes the helicopter overlapping the water refill building and my game crashes and i get this error Game.js:342 Uncaught ReferenceError: refill is not defined at Function.<anonymous> (Game.js:342) at Phaser.Physics.Arcade.collideSpriteVsSprite
  13. I'm using physics in one of my games, but I'm having trouble getting things to move realistically. I have the player (a bird), and I have objects in a group (trash). The trash I want to be very lightweight, so that it can be knocked around by the bird. Setting mass on both the player and the objects sometimes results in some weird visual stuff, so for now I have taken those lines out. What I really want to solve is the issue of friction. Right now, my code looks like this: this.trash.forEach(function (piece) { piece.anchor.setTo(0.5, 1); piece.body.gravity.y = 5; piece.
  14. I have a block based game that requires separated physics bodies, which is why I can't merge a wall of five bodies into one. It appears like the player could still hit the floor in-between the blocks, if the player is forcing itself towards that direction, which makes me think that the bodies are slightly overlapping and causing this. I'm using arcade physics. Is there a way to avoid this? A video here shows the player executing the bug on the top of the tower. He's jumping on the wall, eventually getting over it.
  15. Hi! I'm making a game where the player clicks or touches the screen and his avatar walks towards that point and stops. It works great without obstacles. With obstacles the player avatar get stuck in the corner. See gif below. I managed to fix it, but it feels hacky. When hero (player's avatar) collides with box (obstacle on screen) I move him towards his target EXAMPLE: if hero collides with left or right side of box and target is above him, I move hero up a bit function collisionHandler(){ //prevent hero avatar from getting stuck on corners kick = 0.4
  16. Hello, does someone perhaps have any examples for this? I want to make a "button" with the arcade physics system, so that when the player steps on it, it is pushed into the ground, and triggers some event, and when the player moves away, it sticks out again.
  17. Hello everyone, I've got a very odd problem with the collision detection of the arcade physics system. The code is as follows: var x_player = null; var floor = null; BasicGame.Game.prototype = { preload: function () { }, create: function () { this.physics.startSystem(Phaser.Physics.ARCADE); var boundary_bottom = 650; var boundary_top = 50; floor = this.add.sprite(640, 680, 'floor'); floor.anchor.setTo(0.5, 0); x_player = this.add.sprite(640, 450, 'x_player'); x_player.anchor.setTo(0.5, 0.5); this.physics.arcade.enable([floor,
  18. HI Been going through the Book Discover Phaser, but are stuck with this bit of code: The jump functionality on the player somehow doe's not work. When I console.log the body.touching object, I can see, that body.touching.down does not turn true, when the player hit's the a platform. Furthermore, the cursor.up is detected when I leave out this bit of code: '&& this.player.body.touching.down', but somehow does not function, when the code is as in the Quote. Any Ideas to what I should be looking for? Thanks.
  19. Hey! I have a group of enemies created like this (called from create()): spawnEnemies: function(map){ this.enemies = this.game.add.group(); this.enemies.enableBody = true; this.game.physics.arcade.enable(this.enemies); var enemyStartPositions = this.findObjectsByType('enemyStart', this.map, 'objectLayer'); for(var i = 0; i < enemyStartPositions.length; i++){ var enemyStart = enemyStartPositions[i]; var enemy = new Enemy(this.game, enemyStart.x, enemyStart.y, 'cultist'); enemy.countStats(); this.enemies.add(enemy); } this.enemies.setAll("body.immovable", true
  20. var mainState = { preload: function() { // This function will be executed at the beginning // That's where we load the game's assets game.load.image('player', 'assets/player.png'); game.load.image('wallV', 'assets/wallVertical.png'); game.load.image('wallH', 'assets/wallHorizontal.png'); game.load.image('player2', 'assets/secondplayer.png'); }, create: function() { game.stage.backgroundColor = '#3498db'; game.physics.startSystem(Phaser.Physics.ARCADE); this.player2 = game.add.sprite(200,100, 'player2'); this.player2.anchor.setTo(0.5, 0.5); game.physics.arcade.ena
  21. Hey guys! I'm having another issue with my endless runner and arcade physics bodies. This time bodies seem to flicker for a frame after I have call kill/reset on their sprites. Basically I have three chunks which are laid out and scrolled on screen one other the other. Once a chunk has scrolled off the opposite side of the screen, the layout is reshuffled and it is positioned behind the previous chunks so it can scroll back on screen. Before reshuffling the layout, I forEachAlive -> member.kill(). This is because it's possible that no every child of the chunk will be used in the new layout,
  22. I've been working on a Phaser game for a project at university. All of this is relatively new stuff to me, so I'm learning on the fly. I've managed to create a simple tilemap using Tiled, and got it to import to Phaser successfully. However, I can't make the player collide with the 'platform' layer, and I've tried just about everything I can find online. I've cut down my game code to just what's needed for you to (hopefully) point out my error, but it all runs without errors usually. I can also upload any JSON or Image files that might be needed. var SuddenGame = SuddenGame || {}; va
  23. Hi! I want to make a pixel game with a resolution of 144*256 pixels. I want to keep the pixel look also when I rotate a sprite. So the player is able to see tilted pixels. So i decided to set the real dimension of the game to the full available size like 1920*1080. Then I put everything inside a Group and scale the whole Group up so that the game fits the canvas. Also I'm using the Arcade physics and there is where the problem takes place. The physics bodies are not scaled with the group and so the whole szene is useless^^ So is there a solution to scale a whole s
  24. Hey guys! I'm making an endless runner and I'm running into a weird issue with Arcade physics. Because my game is an endless running, I'm anchoring my player on the screen and moving the objects towards the player instead of using the camera. My issue is that I get collision events however none of the body.blocked booleans are being set, so I know a collision happens, but I don't know which side it happens on (up, down, or left). I'm checking for collision like such: this.game.physics.arcade.collide(sprite, this.chunks[0], levelHandler, null, ctx); this.game.physics.arcade.collide(sprite,
  25. Hey everyone, I stepped upon an interesting thing or self induced bug that seems to be happening whilst using Arcade Physics for an infinite runner. It's pretty rough around the edges, more of a proof of concept than anything else, but basically in the update function I'm doing a couple of things. First of all, the ground is a group of child sprites, each ones velocity gets nudged left per update cycle: this.ground.children.forEach(function(c) { c.body.velocity.x = -this.RUN_SPEED; }, this); Then, I check to see if any of those children have gone off screen to the left (c
  • Create New...