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Showing results for tags 'collision handling'.
Hello everyone! I thought I'd share something I've been working on for the past few weeks. A plugin for Phaser that provides collision handling for sloped tiles and half tiles, similar to Ninja Physics but somewhat more concisely. Check it out on GitHub, give it a whirl, let me know what you think! Github: https://github.com/hexus/phaser-arcade-slopes Demo: http://hexus.github.io/phaser-arcade-slopes/ It's still early days for this project, as I've only just released v0.1.0-alpha today, but I look forward to continuing fleshing it out. Why did I make this? I've been intending to make a 2D platformer with Phaser for ages, and I knew I wanted it to have sloped tiles to allow for a liberating way to traverse the Y axis, but I couldn't find anything that worked the way I want it to. I experimented with Ninja Physics, but it's deprecated and its limitations left me wanting. I tried P2, but it was too much in terms of physics for me, and I didn't want to tame a beast like that. I started searching these forums to see if anyone had managed to get sloped tiles working in Phaser, with some success, but not completely. The solutions wouldn't allow for completely free tile placement, and they just stuck physics bodies to the slopes and left it at that. So, with a somewhat limited understanding of the maths I'd need to learn to achieve what I wanted, I started reading tutorials about the Separating Axis Theorem (SAT), particularly the ones from Metanet and one I found magically through a Google search. After experimenting with SAT.js in Phaser, I decided that I could totally pull off my own plugin to solve this the way I wanted it to be. With lots of learning, but with a clear vision of how I wanted the plugin to work, this is what I've managed! I have lots more features planned, as you can see in the roadmap, but for now I'm just glad I've built something that can be plugged straight into any Arcade Physics project that just works. Screenshots
Hello, I have a problem with handling the collision between sprites. I have a group of enemies and a player sprite. I want none of the sprites to be able to move trough each others. At first I had the enemy body set to immovable and that disabled the player from pushing the enemy around upon collision. However, when I added more enemies to the group, I found that if the enemy bodies is set to immovable = true - they will be able to walk straight trough each others even if they have an internal collision detection (as that is the case between two immovable bodies). So if i set immovable to false - the enemies will appear solid when colliding with each other, but the player is able to push the enemy. What is it that I have not understood? I just want all the sprites solid.