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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',
  2. Hi, I would like to create an environment with several objects (in the playground, 2 objects) that cannot be at the same position at the same time (cannot be superimposed). I used the moveWithCollisions method for the Mesh objects, and while it works as expected, when two objects collide and the ellipsoids around them are not identical in size, one of the objects goes to the top or to the bottom of the other. I would like for them to just stay in the same vertical position, and if they collide, simply prevent them from moving, not moving to the top or to the bottom of the other object.
  3. Hi! character in my game is this cat: The cat is class extending group and contains torso and head, both are sprites with arcade physics enable on it. In the game, the cat is pushed up by applying velocity on it and it collects certain items (gameplay is similar to Flip the Gun game, check it out for better understanding). THE PROBLEM: In update method, I am constantly checking for collisionse between cat and the items: this.game.physics.arcade.overlap(this._cat, this._sceneObjectsLayer, this.onObjectCollision, null, this); My onObjectCollision method looks li
  4. Hi, I would like to have two cards that when they collide with each other they would rotate in an analog way of the ones you can see in the attached video. This is the first part of the code: var config = { type: Phaser.AUTO, width: 800, height: 600, backgroundColor: '#1b1464', parent: 'phaser-example', physics: { default: "matter", matter: { gravity: { y: 0}, debug: true } }; scene: { preload: preload, create: create } }; var game = new Phaser.Game(config); function preload () { this.load.sprite
  5. I am using Phaser with Box2d and my system allows the user to enable/disable the properties "passthrough" and "collide with edges" for each body. "Passthrough" = pass through other bodies. "Collide with edges" = react to collisions with the walls. This setup generates 5 categories of bodies: 1 - walls (should collide with bodies of category 2 and 4) 2 - "passthrough" + "collide with edges" (should collide with bodies of category 1) 3 - "passthrough" + "not collide with edges" (should collide with nothing) 4 - "not passthrough" + "collide with edges" (should collide with bodies of category 1
  6. Hi, I create a tilemap with 4 layers with one for collisions ( named : collisions ). The layer with pink tiles is my collisions layer, and the tile ID is 515. Then I add a player and active collisions. function preload() { game.load.tilemap('map', gamePath + 'assets/map.json', null, Phaser.Tilemap.TILED_JSON); game.load.image('tiles', gamePath + 'assets/tiles.png'); game.load.spritesheet('cars', gamePath + 'assets/cars.png', 180 / 5, 73); } function create() { game.physics.startSystem(Phaser.Physics.P2JS); map = gam
  7. Hi, I have a question about different collisions calculations methods. I'm not sure how to test it by myself, so I wish to hear people with more deep knowledge of Phaser's internals. Imagine a tileMap, 1 ground layer, 10 moving objects with collisions enabled. The standard way to init collisions is: scene.physics.add.collider(target, groundLayer); .. here target can be a single object or a group of objects. So my question is - what is more efficient: 1 collider for every object (10 colliders in total) or Create a group of all 10 objects and only 1 common col
  8. Hello! According to the examples I've created a tilemap from JSON file and added firing bullets with a left mouse clicking in a cursor's direction. Also a platform was added. My problem is that there are no collisions detected between a bullet and a tilemap's objects. But collisions works fine between the bullet and a platform. Here is my demo code: var config = { type: Phaser.CANVAS, width: 800, height: 600, backgroundColor: '#2d2d2d', parent: 'phaser-example', physics: { default: 'arcade', arcade: { gravity: { y: 300 },
  9. Hi all! I use Blender for modelling. I've found out that mesh's instances can greatly improve performance, however I've got 2 issues after importing scene in Babylon.js: 1. There are no collisions with any instances except "parent" mesh. In Blender collision checkbox is set and affects all instances (no chance to set it separately, but that's OK in this case). How to enable collisions? 2. There are no tags for individual instance. I can set them for "parent" mesh, in Blender tags are visible for all instances, however they are not accessible from Babylon.js. How to set different
  10. I have used this phaser example as a starting point to build a game where shapes are dynamically dropped from the top of the screen and collide with each other: https://phaser.io/examples/v2/p2-physics/pick-up-object What I would like is for the shapes to stop bouncing and vibrating when they collide - but I'm not sure which settings to adjust to achieve this effect (and I've not had much luck with trial and error so far!). I have set gravity like this: game.physics.startSystem(Phaser.Physics.P2JS); game.physics.p2.gravity.y = 6000; Here is my shapes/sprites json fi
  11. Hi, I took the drag and drop demo and added collisions to it. Basically that means that in onPointerMove: I move the mesh I do mesh.computeWorldMatrix I check for an intersection of the mesh with every other mesh and if I discover one I move the mesh back Everything works fine and the meshes generally don't "go through" each other. However, if I drag a mesh fast enough it will slightly intersect with another mesh before actually being stopped by it. I can't understand why this is happening. Any ideas? Thanks!
  12. Hi, Simple demo of the problem - http://www.babylonjs-playground.com/#MJRGPB Try to move to the box from the front or side - camera's ellipsoid (with size 1.5) works as expected. Now try to move to the box from below - you can go a little inside the box and see the internals. You can notice that camera's ellipsoid from above is missing or it's size is 0. According to this - https://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity - ellipsoid should be symmetrical. Is this fixable? Bug exists only when moving from below the box. UPDATE Anoth
  13. Hello, Some people offer to use BABYLON.ActionManager.OnIntersectionEnterTrigger and BABYLON.ActionManager.OnIntersectionExitTrigger to detect when one mesh collides with the other. I like the idea because an event is triggered only once. However, when I try - https://www.babylonjs-playground.com/#7NQA2K - moving with A and D, nothing happens when red box collides with a blue box. Am I missing something or OnIntersectionEnterTrigger is being triggered only when one object is actually inside the other (I tried disabling collisions)? I really don't wan't to use box.onCollide = fun
  14. I am making a game where I need to know if a sphere has collided with an enemy. The problem I have is that the enemies are sprites. Is there a way to check collisions with sprites?
  15. Hello! I try to implement jumping without included physics plugin. I've read so many topics, but without the result I want. Here is a demo - http://www.babylonjs-playground.com/#YBAGYL Please press RUN, left click to enable moving with arrows and mouse - try to jump with Shift on the red box - you will fall down through it, but I want to stay ON it. I think I've enabled all checkCollicions, gravity etc, but still no luck. What am I missing? Maybe my jumping implementation is bad. At this moment I don't want to use a physics plugin because I think it's an overhead for me - I need
  16. I'm making a game using Phaser, P2 physics and webpack. When it comes to P2 I can not use custom physic shapes because they won't collide with world bounds. I'm using Phaser webpack example template (https://github.com/photonstorm/phaser-ce/tree/master/resources/Project Templates/Webpack) and an example from the website (https://phaser.io/examples/v2/p2-physics/pick-up-object). The point is that when using custom colision shapes, entities won't collide. But they do if I use the default squared shapes or the circle ones that Phaser provide. The game code is simple and you can check
  17. Hi, i tried to create a simple game where u can move a player over a mesh with clicks. i browsed already the realted topics in this forum and took as much i could from there. the world should be a simple island and i took the rabbit from the samples as the player. all files here: https://www.dropbox.com/sh/9o3qq6zv2zt9qjc/AABZZrUQQ1dTYC3WA-xJPyv_a?dl=0%2C now there are few things i got to ask: 1. click to move: i tried few things to get the player turning to the click like e.g. in polycraft. best result was that the rabbit was always turning his back to the click XD 2. pathfinding: if
  18. Hi, I have been working on my first full game and decided to try a snake clone. I haven't followed any kind of tutorial and have just been trying to get to grips with the framework. I am however having a few issues and have been stuck for a couple of hours to try and fix a couple of annoying bugs. The first main issue I have with my game is that collisions don't seem to be firing correctly. I have tried to set one up when the head of the snake collides with any of the tail elements which just restarts the game state for testing purposes. This seems to however try to trigger another functi
  19. Very new to Phaser and reading as much as I can before committing to using it as my game development system. My goal is to alternate views, a bit like VR, from one eye to the other. I have done this before by setting specific colours for backgrounds (x2) and Sprites (two colour versions). Person uses Red Green filters to limit view to each eye. In the past I have page flipped (RE screen drawn, then LE screen drawn) which I know is not needed in Phaser. I can just change background colour for each screen refresh which will do the job. But this introduces a potential new problem as I
  20. Hello! I created a simple semi cylinder on Blender and imported it inside my game but for some reason the .checkCollisions of the model is not working. It is set to true , and the free camera's .checkCollisions is also set to true but the camera can still go through the model. I've tried with babylon meshes and checkCollisions is working fine. I even enabled collisions in the physics tab in Blender but nothing seems to be working. I am guessing the problem is with the model itself. But any thoughts on why it's not working? I attached the model here if you need to check it. Help would be r
  21. Hi i'm quite new to phaser but ive been making this game for a school project where you control a helicopter and when the helicopter body collides with the water refill building it refills the water but if i go up against the side of the building and change direction it flips my helicopter so that it flys the other direction which then makes the helicopter overlapping the water refill building and my game crashes and i get this error Game.js:342 Uncaught ReferenceError: refill is not defined at Function.<anonymous> (Game.js:342) at Phaser.Physics.Arcade.collideSpriteVsSprite
  22. Hi, I'm using a tileset for my maps. Not all tiles fill their whole square though, like the top and bottom blocks there, for example. The player character is a simple square guy. Here's my problem : for example in this part of one of the map, as long as there's one tiny bit of rock in a tile, Arcade will consider the whole tile should detect collisions. Meaning the player will effectively bounce back against thin air. To have more precise collisions, I'd like to have the character using Arcade physics as it's a simple square and I don't need anything fancy for its physics,
  23. Character fall through the ground although i use function setCollision. Here is my code main.js Here is map newmap.json Please help
  24. Hello there! Long time lurker, first time poster here... In the following example: http://www.babylonjs-playground.com/#1NASOD#13 Why does the sphere mesh overlap (or fall slightly into) the box mesh as the box moves upwards? Is there a way to make the sphere not overlap the box as the box moves the sphere upwards?
  25. 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
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