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Showing results for tags 'collision sprite animation'.
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Hello, currently i am working on my first Phaser Game and running into a collision detection Problem when i use spritreanimations. For me it seems that my player ( normal sprite ) get hit by the enemy ( sprite animation ) aldready when the "big sprite" behind the animation collide with my player. Means that the player gets hit WAY before a collision is visually recongized Could this be true? Here is some of my code. //load the sprite -> only using atlas causing error: Uncaught TypeError: Cannot read property 'sourceSizeW' of null this.game.load.atlasJSONHash("enemy_1", "assets/enemy_1.png","assets/enemy_1.json");//Create the group with the enemies -> no difference between using setRectangle an immovable = true or not this.fast_obstacle = game.add.group(); for (var i = 0; i < 10; i++) { // They are evenly spaced out on the X coordinate, with a random Y coordinate sprite = this.fast_obstacle.create(app.w, game.rnd.integerInRange(0, app.h), 'enemy_1', 'boss10000',false); /*sprite.body.setRectangle(100, 50, 50, 25); sprite.body.immovable = true;*/ } // These are the frame names for the octopus animation. We use the generateFrames function to help create the array. var frameNames = Phaser.Animation.generateFrameNames('boss1', 0, 37, '', 4); console.log(frameNames); this.fast_obstacle.callAll('animations.add', 'animations', 'swim',frameNames, 20, true, false); this.fast_obstacle.callAll('play', null, 'swim');//check for collision -> no difference between using collide or overlap this.game.physics.collide(this.player, this.fast_obstacle, this.player_death, null, this);//add to stage // Get the first dead obstacle of our group var fast_obstacle = this.fast_obstacle.getFirstDead(); // Set the new position of the obstacle fast_obstacle.reset(x, y); app.counter = 0; fast_obstacle.body.velocity.x = app.speed * 2; fast_obstacle.outOfBoundsKill = true;any help would be very nice thanks