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  1. Hi, I saw the code presented in the link https://playground.babylonjs.com/#1NQTNE#11 and played many times. I felt "moveWithCollisions" is full of magic . it seems that with the help of "movewithCollisions" the mesh can smartly move and move little by little and finally manage to find its path to reach its destination. I checked the code but was not able to figure out how to use it exactly, there is few comment or remarks to tell what's the purpose of some important lines .
  2. Hello everyone, I'm starting in the development of game with Phaser. I'm trying to create a game whose the goal is for the player to avoid cubes which are spreading. At the moment, I'm trying to detect the collision between the player and the spreading, but it doesn't work. I use this line de code : game.physics.arcade.collide(monSprite, ennemies, restartGame()); And according to tutos, it seems correct. However, when I put this line in my code, the game restart all of the time, it's boring var game = new Phaser.Game(800,600,Phaser.AUTO,'content',{preload: preload, crea
  3. Code pen: I am moving a NPC back and forth on a plattform by checking if the end tile is one of the tiles that are edges in the tilemap and if so swicthing the x velocity. I am having trouble with getting the moving sprite to move equally as far out of the edge of the plattform on both sides, but it seems the sprite is only colliding with one tile at the time, namely the tile that is touching the right bottom corder of the sprite, can I set the collide to be on the tile that is under the middle of the sprite?
  4. Hi, I am making a snake vs block clone.So obviously the snake and block should collide.When blocks falls on snake collision is working(i mean separation is working).But when i drag snake to a block ,there is no separation when collision happens(only overlapping).Please help me.
  5. (posted in phaser 3 instead of the phaser forum by mistake) Hi I'm hoping someone can hep me, I'm trying to create basic map using an array with 2 different images, one is a wall, the other is a floor. I've created twp groups but when i use this.game.physics.arcade.collide(this.player, this.blocks, null, this.hitBlock, this); I've used the collide function before on other games with no issues - this is my first time using a 2d array but I can't see where the issue is happening code below : cursor controls to move link example :http://html5gamer.mobi/projects/
  6. Hello, I am actually trying to make my very first game with Phaser ! Saddly, I am not able to get it work. Actually, the game is simple : There is a ground, a character (player), and a "coin" that fall from the top of the game to the ground. If the player hit it, the score increase by 1. All of this work fine. But I want to end the game if the "coin" hit the grounds. For this, I want the coin to collide with the ground. But unfortunally, the player collide with the ground, and the coin pass through the ground. I don't understand why. Demo here. Keep in mind that this code & game
  7. Hi all, Been banging my head against the wall for ages with this. Default P2 collision works, I clearShapes() on each sprite to get rid of these boundary boxes and loadPolygon() to get my custom boundaries (defined in sprite_physics.json). However the collision groups appear not to be working as my player sprite goes straight through/under the enemy. Can anyone see where I'm going wrong? // in index.html (function() { var game = new Phaser.Game(1024, 768, Phaser.AUTO, null) game.state.add('Game', Game); game.state.start('Game'); })(); // in game.js var
  8. Hi guys i have a tilemap with 4 layers(ground, water, roads, others) and a sprite with my character. how i do would for my character can collide with everything inside on others(layer),every layer use a different sprite, example ground use ground.png, water water.png etc, i have this code ( i use https://github.com/lean/phaser-es6-webpack): /* globals __DEV__ */ import Phaser from 'phaser' import Mushroom from '../sprites/Mushroom' import Link from 'phaser-link' export default class extends Phaser.State { super() { } init () {} preload () { this.load.image('terrain', '../../as
  9. Hello, I've started using phaser just recently, I'm making a RPG game, and so far I've been learning how to make tilemaps, use spritesheets, animate sprites, and I'm falling in love with the framework, I just have a little problem. My player is set to collide with World Bounds, and it works for every bound, except the top one. I'm using the es6 webpack template, here's my, so far piece of code. create() method of my Game.js class. (I have nothing else in update, since I manage that in my own Sprite Class) this.game.world.setBounds(0, 0, 100 * 32, 100 * 32) this.game.
  10. Hi, I need some help with my code, I am trying to create a fenced in area for my character to go in, but he cannot fit through because of the objects that he collides with. How do I change the area that the character collides with? can I reduce the size of the collidable area? The hole in the fence seems quite large enough, but he just won't go through. My game.js // variables for items, walls, etc. var walls; var house; var game = new Phaser.Game(550, 540, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render }); //add house to g
  11. Hello, I am making a simple haxball clone and I have a problem. I have a player and a ball on the field, and there are field lines on top, left, right and bottom. When player hits the ball, the ball sometimes goes out of the lines (it goes the other side when it should hit the line and come back). It generally happens when the ball goes fast. I thought it is a bug but I probably miss something because I am newbie on Phaser. This is how I implemented a line: this.topLine = this.add.sprite(400, 40, 'line'); this.topLine.scale.setTo(760, 2); this.physics.p2.enable(this.topLine)
  12. Hi guys, this is my first topic in this amazing community, so I would be glad if you can enlighten my doubts as a nice welcome :). I'm programming a survival horror game, and everything is working great except when it comes to colliding among two or three objects. I can't describe the behavior properly because for example: If the main character collides a barrel for example, it works great but It doesn't happen the same when an enemy is moving randomly and suddenly rans into a barrel, because it's like there is no barrel, the enemy just goes through. Here is the index.html file
  13. Hello everyone, I am beginner with phaser, i am French and my english is not very nice. I need your help, i am blocked on a collide function. I want my character to collide with my second layer (tree, montain, statue..). (i use tiled map editor and export in json). my code : function preload: game.load.tilemap('map', 'assets/tilemaps/maps/map.json', null, Phaser.Tilemap.TILED_JSON); game.load.image('tiles', 'assets/tiles/tiles.png'); game.load.spritesheet('perso', 'assets/sprite/spritetest.png', 32, 47); function create : game.physics.startSyste
  14. H, I'm just beginning a Boulder Dash type of game to teach myself phaser...so far seems to be a fun and easy library but I've found myself unable to make the player sprite collide with the tilemap representing the level. Perhaps the answer is pretty obvious, but I can't manage to see it. I will share my code: /** * Super fun gamez */ // Main namespaces and definitions var Engine; var Game = Game || {}; Game.name = "_lepdash"; Game.version = "0.1"; Game.width = 800; Game.height = 600; /*User*/ Game.tileSize = 32; // Load assets state Game.loadState = { preload: function(
  15. Hi! Like I said in another topic I have a problem with parenting pyhsicsImposter and thier collides. I finally prepared a playground to show the problem! http://www.babylonjs-playground.com/#ZENDZ2 You can throw a bullet(ball) with key E and move the mouse while holding left mouse button. Try to throw the bricks and change the color of all bricks! It dont works because you hit a some other brick physicsImpostor. Why? I want to hit each brick while they are parenting and dynamically add new objects (bricks). Edit: I want also remember to this parenting bug:
  16. Hi all, I have a problem with collision. All my game is based on these codes: game.physics.arcade.collide(bullets, chest2,collision_handler); And it works. But... how to code collision two identical bullets? When I write like this: game.physics.arcade.collide(ebullets, ebullets, collision_handler); Only one of them is dying. How to do it? function collision_handler (object1, object2) { object1.kill(); object2.kill(); }
  17. Okay so I have a rectangle boundary and I have 4 circles. Each of which I want to collide within this boundary. Is there a way to collide each sprite within this boundary without using p2? var rectangleBoundary = new Phaser.Rectangle(0, 120, 900, 1800); var c1 = game.add.sprite(200, 350, 'qcircle'); var c2 = game.add.sprite(500, 190, 'qcircle'); var c3 = game.add.sprite(120, 30, 'qcircle'); var c4 = game.add.sprite(590, 120, 'qcircle');
  18. Hi everyone, I am using arcade physics and my collisions are definer by a Tiled layer. this.collisionLayer = collisionLayer; this.map.setCollisionByExclusion([], true, this.collisionLayer); I have a sprite attached to my cursor, but it seems that (in update) if (this.phaserGame.physics.arcade.collide(this.marker, this.collisionLayer)) { console.log('hey, cursor is over collide area !!'); } won't work because Phaser check if a Sprite is gonna collide, not if it's actually colliding. Wha
  19. Hi people! As i already discussed in an another topic in this forum, i'm having troubles with the collide function of the standard physic: I've checked with some log and apparently it is never called, even if the bodies on the scene push each other congruently with the collisionGroups and the collideAganist. Any ideas about what i'm missing? Thanks!
  20. Hello, I am trying to make a platformer and have loaded my sprite with atlas, it works perfectly until I add collision. to keep the example simple I am using collideWorldBounds and the problem is that the sprite is colliding in the center and not the bottom where the little feet are. here are some screenshots and code snippets. var game = new Phaser.Game(300, 200, Phaser.AUTO, 'game', { preload: preload, create: create, update: update, render: render}); function preload() { this.game.load.atlas('player', 'assets/player/player_full.png', 'assets/player/player_full.json')
  21. Hi, Im making a platformer in Phaser and have successfully loaded a tilemap but my player doesn't collide with the tilemap layer. Here's my code. var game = new Phaser.Game(304, 208, Phaser.AUTO, 'game', { preload: preload, create: create, update: update, render: render}); function preload() { this.game.load.atlas('player', 'assets/player/player_full.png', 'assets/player/player_full.json'); game.load.image('bg', 'assets/bg-LONG.jpg'); // TILEMAP game.load.tilemap('world', 'assets/tilemaps/world.json', null, Phaser.Tilemap.TILED_JSON); game.load.image('world_tiles', 'a
  22. Hi All Quick question, I am scratching my head on this for the last day - what am I doing wrong ? I have created a basic car driving on a highway and to avoid the cars. I hae created an enemies grou fornthe car and my car is a player object http://html5gamer.mobi/phaser2/carChase/index.html sample of script : in create I have : //player this.player = this.add.sprite(this.game.world.centerX, this.game.world.height - 200, 'player'); this.player.anchor.setTo(0.5); this.game.physics.arcade.enable(this.player); this.player.body.collideWorldBou
  23. Hi, I prepare simple playground : http://www.babylonjs-playground.com/#UP2O8#33 You can see I have registered a CollideObservable in sphere, but when another box cross it, it dosen't execute callback function. Can anybody show me how to use onCollideObservable method?
  24. Question Is there a way to log were body.blocked.left comes from? The "other" Object? - which is unknown? Explanation (why) There is something wrong. But I don't know what - haha the best posts start with that sentense. My character moves automatically and since body is blocked left || right he turns: now there is no object in the level, just nothing and he turns on an invisible object all the time... the behavior does even get stranger: if I let the character collide (on an placed object) in the other direction he would then pass the "invisible" object.. but if I then remove
  25. Hello, I'm new at Phaser and i'm trying to make a map in Tiled and use it in my game, but the collide isn't working. My json Data: "data":[100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 89, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90,
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