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  1. I've started using the Coding with Chrome extension to code Phaser on my Chromebook. I've added gravity and I'm trying to detect when things collide using physics.arcade.overlap(), but the function I provide for when it collides is never called. What I do is I make a matrix of objects and then detect collisions between each of them and the player. I think there's a better way to do this with groups but I'll look into that later. Here's my code: var player, map, mapObjs; map = [['b', 'b', 'b', 'b', 'b', 'b', 'b', 'b', 'b', 'b', 'b', 'b'], ['b', 'b', 'b', 'b', 'b', 'b', 'b', 'b', 'b', 'b', 'b', 'b'], ['b', 'b', 'b', 'b', 'b', 'b', 'b', 'b', 'b', 'b', 'b', 'b'], ['b', 'b', 'b', 'b', 'b', 'b', 'b', 'b', 'b', 'b', 'b', 'b'], ['b', 'b', 'b', 'b', 'b', 'b', 'b', 'b', 'b', 'b', 'b', 'b'], ['b', 'b', 'b', 'b', 'b', 'b', 'b', 'b', 'b', 'b', 'b', 'b'], ['b', 'b', 'b', 'b', 'b', 'b', 'b', 'b', 'b', 'b', 'b', 'b'], ['b', 'b', 'b', 'b', 'b', 'b', 'b', 'b', 'b', 'b', 'b', 'b']]; mapObjs = new Array(map[0].length); var game = new Phaser.Game(768, 768, Phaser.AUTO, 'Unnamed Game'); game.state.add('main', { preload: function(e) { game.load.image('background', '{{ file:background.png }}'); game.load.image('player', '{{ file:download.jpeg }}'); game.load.image('block', '{{ file:Brick_Block.png }}'); }, create: function(e) { if (navigator.userAgent == 'CwC sandbox') {game.time.desiredFps = 30;} var backgroundImage = game.add.image(0, 0, 'background'); backgroundImage.width = 768; backgroundImage.height = 768; player = game.add.sprite(50, 100, 'player'); game.physics.startSystem(Phaser.Physics.ARCADE); game.physics.arcade.enable(player); player.body.gravity.y = 9; player.body.bounce.y = 0.1; player.width = 100; player.height = 100; player.body.collideWorldBounds = true; for(var i = 0; i < map[0].length; i++) { mapObjs[i] = []; for(var j = 0; j < map.length; j++) { mapObjs[i][j] = game.add.sprite(32*i, 300+32*j, 'block'); mapObjs[i][j].width = 32; mapObjs[i][j].height = 32; } } }, input_: function(e) { }, update: function(e) { this.input_(e); for(var i = 0; i < mapObjs.length; i++) { for(var j = 0; j < mapObjs[i].length; j++) { game.physics.arcade.overlap(player, mapObjs[i][j], function(object1, object2) { console.log('hi'); // This never happens for some reason even thought the objects are visibly overlapping player.body.gravity.y = 0; player.body.accelerationY = 20; }, null, this); } } }, render: function(e) { }, }, true); game.state.start('main'); The '{{ file:background.png }}' is just the way that the editor references images so you can ignore it.
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