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  1. Hey community, this is my first post here, I am sharing my scene in which I have used bounce and collision effect of phaser 3 , I have marked comments in order for understanding and reference purposes. The code I have laid down is as follows: window.onload = () => {//creating game window. class MainScene extends Phaser.Scene { preload() {// the following function preloads the image asset required in scene this.load.image("bird", "bird.png"); } create() { this.player = this.add.group();//grouping the sprite in order to load them at diff
  2. 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 .
  3. I just want to convert something like this: // In create function var graphics = this.add.graphics(); graphics.fillStyle(0x00605F, 1); graphics.fillRectShape(new Phaser.Geom.Rectangle(0, 20, 470, 70)); graphics.fillRectShape(new Phaser.Geom.Rectangle(250, 0, 70, 200)); Into some type of sprite (then to a pixels array) or pixels array. But how would I do that? And how would I get the pixels of a sprite like this: var player = this.add.existing(new Player(this, 300, 200, "player")); (Why am I asking this? Well I want to create this: https://www.khanacademy.org/comp
  4. Hello, I'm using Phaser 3 and the physics engine matter. I need to call a function when one object collides with a particular object. For example I have a tank, barrels, hearts. Then there will be bullets, other tanks, some other objects. You need to call the function when the tank collides with the barrel, it should explode, and if it collides with the heart, it will replenish life. this.matter.world.on('collisionstart', function (event) { bangBarrel(); }); this method calls the function in any collision. How to trigger the function when the tank collide with the barrel, and h
  5. Hi, I was using matter physics and tried to check collisions from a lot of objects and then I got some issues. The problem: I have a lot of objects (called them "luz" in the code) and I want to release them on air and making them fall. Then when they touch the floor I want to trigger something: - if it is a even object: I want to reduce its Alpha to 30%. - if is an odd object: I reduce their scale by half. Currently I'm handling this situation in my real project by checking update() { if (luz[i].y > floor.Y) { /* do something */ } /*...*/ } but I'm looking for
  6. I am creating a platformer with Phaser3 and I am using Matter for my physics engine. I have loaded my tilemap/set into the world, however, I don't know if the collisions are working because since I have added in this code, my sprite has disappeared. Why is this? How do I get my sprite to appear again so that I can make sure he collides with the tiles? //Create tilemap const map = this.make.tilemap({key: 'map'}); //Create tileset const tileset = map.addTilesetImage('tiles'); const platforms = map.createDynamicLayer(0, tileset, 0, 0); map.setCollision
  7. Hello friends, I am new to the forum, I would like you to help me solve a slightly urgent problem, I am putting together a game with Phaser, I try to collide one image with another, until there is easy, the problem arises because one of the bodies has an animation with a tween, and when making a collision with another body, don't do it, keep going down, has someone happened to you ?, I show you the code var config = { type: Phaser.AUTO, width: 1200, height: 675, parent: 'Fondo', transparent: true, pixelArt: true, physics: { default: 'arcade',
  8. I have a group that contains a large number of children that are P2 physics objects. When I tween the group the sprites all move correctly, but their collisions occur in the position they were prior to the tween. Is there a good way to update the position of the bodies of all the children? Heres some super simplified code incase it helps: game.physics.startSystem(Phaser.Physics.P2JS); const collisionGroup1 = game.physics.p2.createCollisionGroup(); const collisionGroup2 = game.physics.p2.createCollisionGroup(); const targetsGroup = game.add.group(0,0); const ammoGroup = game.a
  9. Hello everyone, first time here (so might excuse if its the wrong section) but I'm fricking desperate at the moment. I'm trying for about 2 days now to get my player to collide with my "Obstacle" tilemap layer. I looked at almost every post about this here or elsewhere but I can't get it to work. It might be a simple thing but I can't find whats wrong and I want to throw my pc out of the window now. So maybe one of you guys have an idea and can help me. Any help is appreciated. The code is the Following: var game = new Phaser.Game(255, 255, Phaser.AUTO, '', { preload: pre
  10. Hey guys, I have searched all over to figure this our but no luck. How do I enable the debug to show the bounding/collision boxes on sprites in Phaser 3? this was pretty easy to do in Phaser 2 but I dont see any docs on how to do this for 3. Thanks!!!
  11. I'm having an issue with collision. While messing around with terrain, I wanted to make a house, for said terrain. I made a little hexagonal house and exported a STL (I use sketchup web). It imported just fine, but I can't get any collision. My test site is here : (giv0.gitlab.io/Fpoy). I use gitlab because I love the Gitlab web ide and github has nothing like it. Thanks for any help, but if possible, I also need to size it down. I could probably do that on my own, but any efficient was is helpful. Ignore the terrain you spawn on, I was testing height maps and mixmaps an
  12. I've taken the SpaceInvaders example project and extended it - added different enemy types with animations, a different player, also with animations. I'm in the process of adding the three 'walls' or 'barriers' that were in the original game. I've set up each wall as a separate instance of a class that extends me.Container. Each container holds 4 rows of 12 images in a grid, similar to how the enemies are stored in a container with a grid. Currently all the walls are rendering properly, but it seems like the quad for each wall is offset to the midpoint of the wall (along the x a
  13. Collision works with single Sprite and the Map, but it doesn't with objects created with function createFromObjects. The callback function never displays the console.log() message. The sprites move through the tiles, never colliding with the map. I'm new to phaser3, so maybe I'm missing something. Here's the code: preload() { this.load.image('tiles', 'assets/levels_tileset.png'); this.load.tilemapTiledJSON('level1', 'assets/maps/map1.json'); this.load.spritesheet('player', 'assets/dude.png', {frameWidth: 32, frameHeight: 48}); this.l
  14. I've got a tilemap created in Tiled and there is a platform with ladder on the map. How to make player stop when it tries to move from platform to group layer? Also how to make player collide with tiles pointed by green arrow when player approaches then from left, bot not collide when player approaches from right. Simply, is there `checkCollision` property for a tile?
  15. Hello, I've modified a little one labs example (first game). I have 1 ground platform and all stars falling on it, and a player. Plus collisions between everything, even between stars themselves. Player initially is in the middle of the screen and stars. If I move to the right - stars are moving, hitting each one and all joining the line; so you hit 1 and move it, then 2'nd star joins, then 3'rd, 4'th and so on. That's correct, you get all stars in a line next to each other. The issue appears when you move to the left - I'm able to join only 2 stars - all other acts like physics
  16. I would to implement in my game a 'collision zone' on enemy. For example when the player approaches (without touching it ) an enemy, this one start to follow him.
  17. See updates in below comments I made a collider: this normally works. But however this time it doesn't. There is a collider which lets the player colliding with (this) object. when I move the player on the object, the collideCB is triggered. But there is no collision. Even in debug mode for arcade physics, I can see the body. But they are not colliding, just overlapping. Anyone has an idea why? body: this.scene.physics.world.enable(this); this.setOrigin(0, 0); this.body.setSize(8, 8, false); this.body.setImmovable(true); this.body.allowGravity = false; colliding code:
  18. Hello, found a bug in the matter physics engine collision detector, I'm working with polygonal colliders. When an object collides with another and passes through it the "collision end" event doesn't trigger until de object is outside the real shape of the sprite (image size). I'm attaching a small video of it in which I'm logging the collision between the small vert of the triangle against the body of the other triangle, you can see how the "collision end" triggers when the vert enters and leave from the same side but not when it goes through it (until leaving the image size). Hope it he
  19. I have a sprite of a character moving and I'm trying to apply physics collide on it that when it hits a rock for example health is decreased. I managed to achieve collision but as rectangular shape of the image, what I want to achieve is the collision happens on the boundaries of the character itself. I used PhysicsEditor to generate the JSON file, but I'm still not sure how to use it to achieve pixel perfect collision. Any thoughts?
  20. Hi there, today I started learning Phaser3 - I'm building Flappy Bid game. Unofrtunately I have problem with detecting of collision - it seems that overlap is not working for me and this.bird and this.pipes are never colliding according to it :(. I have tried several solutions but none seems to be working for me. I'm using phaser version from npm, because I'm working with React along for some UI stuff. Also I'm not sure if I can somehow refresh texture of all pipe elements after it is loaded? Also this.bird.body is returning undefined - I don't know why is this. I think it should ret
  21. Hi there, I'm playing around with the v3 API and wondered how to collide with a layer of a tilemap. Here is what I've already tried: 1) Get tiles data (there is probably a better way / API helper for that like forEachTile) and then use setCollision. let tilesData = (this.platformLayer.data.gameObject.map.tiles) this.map.setCollision(tilesData, true, false, this.platformLayer) 2) Do the opposite by excluding an empty array. this.map.setCollisionByExclusion([], true, false, this.platformLayer) 3) API v2 style. this.physics.arcade.collide(this.player, this.platformLay
  22. Hello, The answers to my questions may seem evident, please consider I'm a complete beginner to HTML and JS Phaser coding. I am having two problems with my code. The first is that renderTexture doesn't seem to work. I am trying to make a trail of my player, like the "trail" example on labs.phaser.io. I actually copied the code needed, but it does not work. Here is the line causing the problem: rt = this.make.renderTexture({ x: 0, y: 0, width: 800, height: 800 }).setOrigin(0, 0); in the create function. And here is what the console says: Uncaught TypeError: this.make.
  23. Hello! I've noticed, that if I modify exact tile's collisions with tile.setCollision(false, false, true, false) - it also disables neighbor tiles collisions (left-right directions). A screenshot is attached. Red arrow shows a modified tile, blue arrow shows a tile which's left-right collisions have disappeared. Lab's modified example that you can copy-paste into https://labs.phaser.io/edit.html?src=src/game objects/tilemap/collision/tile callbacks.js : var config = { type: Phaser.WEBGL, width: 800, height: 576, parent: 'phaser-example', physics: {
  24. Hello, I am quite new to phaser and Tiled. I was wondering if anyone could give me some help with understanding on how to create tilemap collisions that are more than just squares with the p2 physics system. Right now every tile has a square collision box, I would like the collision shape to match the tile shape so that I can have slopes and what not. I am a quite a bit confused on the Tiled to phaser workflow especially on what p2.convertTilemap does and how Tiled's collision editor ties into phaser. So far my code looks like this: preload: function () { this.game.load.image('mapTiles'
  25. Playground demonstrating the issue: https://playground.babylonjs.com/#9JSLE2 Explanation: I'm trying to create a simple walk around scene and the built in collision system seems to work pretty darn well (Who needs a physics engine anyway?) but I've noticed that when I add any kind of slope the camera will slide down it -- in a real hurry too if gravity is set realistically! I noticed that this doesn't happen with the stairs in the Espilit demo, but looking at the scene file and demo.js I can't figure out how it's managing that. Is there a friction setting or something that I can set for
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