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Found 9 results

  1. I am new to coding and I need to know how to make any object or sprite etc. immovable.
  2. 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.
  3. I have 3 sprites: spritePlayer is my main sprite I control sprite2 will NEVER move. sprite3 will only move when spritePlayer moves against it AND presses a key. Then I want it to have a constant velocity in that direction and if it comes across sprite2 then it collides/separates and loses it's velocity. I set sprites 2 and 3 to have body.immovable = true so if spritePlayer touches either of them they don't move and spritePlayer can't move through them either which is exactly what I want. If I press a key to trigger sprite3 to move I set sprite3.body.velocity.x = 50 and it moves right through sprite 2 when it comes across it which is what I don't want. I know two immovable objects don't separate as programmed in phaser so there must be some other way to get the desired effect I need. Perhaps I'm going about this the wrong way but I'm having a hard time figuring out any other way.
  4. Hi, i'm trying to make my bomb collide with the sprite at border left and right, it's colliding but i wanna make them immovable and i'm getting stuck. this.backgroundImage = this.game.add.tileSprite(0, 0, 440, 600, spriteAssets.backgroundName); this.backgroundGraphics = this.game.add.graphics(0, 0); this.backgroundGraphics.lineStyle(2, 0xFFFFFF, 1); //this.barreiraGroup = this.game.add.group(); this.barreiraGroup = this.game.add.physicsGroup(); for(var j = 0; qnt >= j; j++){ var p = j*22; //this.barreiraGroup.create(0, j+p, spriteAssets.backgroundBarreira); this.backgroundBarreira = this.game.add.sprite(0, j+p, spriteAssets.backgroundBarreira); this.backgroundBarreira.tint = 0x677E52; this.backgroundBarreira.blendMode = PIXI.blendModes.MULTIPLY; this.barreiraGroup.add(this.backgroundBarreira); } for(var j = 0; qnt >= j; j++){ var p = j*22; //this.barreiraGroup.create(this.game.world.centerX+190, j+p, spriteAssets.backgroundBarreira); this.backgroundBarreira = this.game.add.sprite(this.game.world.centerX+190, j+p, spriteAssets.backgroundBarreira); this.backgroundBarreira.tint = 0x677E52; this.backgroundBarreira.blendMode = PIXI.blendModes.MULTIPLY; this.barreiraGroup.add(this.backgroundBarreira); } //this.barreiraGroup.setAll('body.immovable', true); //this.barreiraGroup.setAll('body.moves', false); With that code, my result: But without comment: this.barreiraGroup.setAll('body.immovable', true); this.barreiraGroup.setAll('body.moves', false); My result: NO COLLIDE
  5. CODE PEN: http://codepen.io/thefootballdaddy/pen/GjKvYE I have been trying to fix this problem for days any help will greatly be appreciated. The problems I am having is: A: The collisions between objects are in the Moveable group are falling on top of one another. By pressing The '1' key a few times you can see that collectable group collides and stack but they will sink to one another after 2-3 stacks. Looked around HTML5 and old post on the fourm but the solution wasn't found. B. The collisions between immovable objects are not colliding with each other and are occupying the same place. Using immovable objects by pressing 3 a few times creates the immovable white blocks but they won't stack. Again thanks for reading my post.
  6. I am building a basketball game. I cannot get the ball to stop sticking to the rim colliders. When I was running p2 physics, the ball would simply bounce off the rim colliders as expected, but now, everytime the ball touches the rim colliders, it slows down movement rapidly and doesn't bounce or fall as expected. I think I might be missing a property setting somewhere. I set the rim colliders (leftMarker + rightMarker) to be immovable in create() but I'm not sure what else I need. I don't understand why the colliders stick to each other! Any help is appreciated! Basketball.Game = function (game) { this.score = null; this.scoreText = null; this.ball = null; this.net = null; this.basket = null; this.rim = null; this.leftMarker = null; this.rightMarker = null; this.checker = null; this.ballCollisionGroup = null; this.rimCollisionGroup = null; this.collisionsOn = false; this.launched = false; this.respawned = false; this.lastPointerPos = null; //HTML element that will produce screenshot this.clickToSave = null; //Constants this.GRAVITY = 1600; this.SHOOT_FORCE = 1400; this.EDGE_CUSHION = 10; this.SCALE_PERCENT = 0.55; }; Basketball.Game.prototype = { create: function () { //Initialize physics world this.game.physics.startSystem(Phaser.Physics.ARCADE); this.game.physics.arcade.gravity.y = this.GRAVITY; //Create basket group this.basket = this.game.add.group(); //Load net sprite this.net = this.game.add.sprite(this.game.world.centerX, this.game.world.centerY - 200, 'net'); this.net.anchor.setTo(0.5); this.basket.add(this.net); //Load hoop markers this.leftMarker = this.game.add.sprite(this.game.world.centerX - 57, 232, 'marker'); this.rightMarker = this.game.add.sprite(this.game.world.centerX + 57, 232, 'marker'); this.leftMarker.anchor.setTo(0.5); this.rightMarker.anchor.setTo(0.5); this.basket.add(this.leftMarker); this.basket.add(this.rightMarker); //Load ball sprite this.ball = this.game.add.sprite(this.game.world.centerX, this.game.world.height - 100, 'ball'); this.ball.anchor.setTo(0.5); //Load rim sprite this.rim = this.game.add.sprite(this.game.world.centerX, this.game.world.centerY - 200, 'rim'); this.rim.anchor.setTo(0.5); this.basket.add(this.rim); //Load checker sprite this.checker = this.game.add.sprite(this.game.world.centerX, this.game.world.centerY - 80, 'checker'); this.checker.anchor.setTo(0.5); this.basket.add(this.checker); //Setup physics this.game.physics.arcade.enable([this.leftMarker, this.rightMarker, this.ball]); this.leftMarker.body.setCircle(this.leftMarker.width / 2); this.rightMarker.body.setCircle(this.rightMarker.width / 2); this.leftMarker.body.moves = false; this.rightMarker.body.moves = false; this.leftMarker.body.immovable = false; this.rightMarker.body.immovable = false; this.leftMarker.body.enable = false; this.rightMarker.body.enable = false; this.ball.body.setCircle((this.ball.width * this.SCALE_PERCENT) / 2); this.ball.body.allowGravity = false; this.ball.body.bounce.set(0.8); this.ball.body.velocity.set(0); //Enable input this.game.input.onDown.add(this.track, this); this.game.input.onUp.add(this.launch, this); //Initialize this.score = 0; this.scoreText = this.game.add.bitmapText(this.game.world.centerX, this.game.world.centerY, 'pixel', 'Score: ' + this.score, 36); this.scoreText.anchor.setTo(0.5); this.lastPointerPos = new Phaser.Point(0, 0); //For mobile Phaser.Canvas.setTouchAction(this.game.canvas, 'auto'); this.game.input.touch.preventDefault = true; }, update : function () { this.game.physics.arcade.collide(this.ball, this.leftMarker); this.game.physics.arcade.collide(this.ball, this.rightMarker); //Only enable collisions when the ball is above the net markers if (this.ball.y < this.basket.children[1].y - this.ball.height / 2) { console.log("Detect collisions!"); this.leftMarker.body.enable = true; this.rightMarker.body.enable = true; } //Check if the ball is out of bounds if (this.ball.x < this.camera.x - this.ball.width / 2 || this.ball.x > this.camera.width + this.ball.width / 2|| this.ball.y < this.camera.y - this.ball.height / 2 || this.ball.y > this.camera.height + this.ball.height / 2) { //Respawn the ball if it hasn't already if (!this.respawned) { this.respawn(); } } }, render : function () { this.game.debug.body(this.ball); if (this.leftMarker.body.enable) { this.game.debug.body(this.leftMarker); this.game.debug.body(this.rightMarker); } }, track : function () { //Update the last finger position this.lastPointerPos.x = this.input.x; this.lastPointerPos.y = this.input.y; //Set the ball physics to be still this.ball.body.allowGravity = false; this.ball.body.velocity.set(0); this.launched = true; }, launch : function () { //Launch the ball if it hasn't already if (this.launched) { this.game.add.tween(this.ball.scale).to({ x: this.SCALE_PERCENT, y: this.SCALE_PERCENT }, 1000, Phaser.Easing.Linear.Out, true); this.launched = false; this.ball.body.allowGravity = true; //Get the direction of finger swipe, normalize it, and apply a scalar to the velocity of the ball var direction = new Phaser.Point(this.input.x - this.lastPointerPos.x, this.input.y - this.lastPointerPos.y); Phaser.Point.normalize(direction, direction); if (direction.y < 0) { this.ball.body.velocity.x = direction.x * this.SHOOT_FORCE; this.ball.body.velocity.y = direction.y * this.SHOOT_FORCE; } } }, respawn : function () { this.respawned = true; //Set the ball physics to be still again this.ball.body.allowGravity = false; this.ball.body.velocity.set(0); //Disable collisions this.leftMarker.body.enable = false; this.rightMarker.body.enable = false; this.game.time.events.add(Phaser.Timer.SECOND * 0.25, function () { this.respawned = false; //Rescale the ball and its body this.ball.scale.setTo(1); this.ballResized = false; //Spawn the ball in a new, random location var ballSpawnX = this.game.rnd.integerInRange(this.camera.x + this.ball.width / 2 + this.EDGE_CUSHION, (this.camera.width - this.ball.width / 2) - this.EDGE_CUSHION); ballSpawnX = this.game.math.snapTo(ballSpawnX, 10); //Make sure the ball is in the boundary we set if (ballSpawnX < this.ball.width + this.EDGE_CUSHION) { ballSpawnX = this.ball.width + this.EDGE_CUSHION; } else if (ballSpawnX > this.world.width - this.EDGE_CUSHION) { ballSpawnX = this.world.width - this.EDGE_CUSHION; } this.ball.x = ballSpawnX; this.ball.y = this.game.height - 100; }, this); }, saveCanvas : function () { var link = this.game.canvas.toDataURL('image/png'); window.open(link, '_blank'); } };
  7. Hi everyone, i followed the tutorial on http://www.photonstorm.com/phaser/tutorial-making-your-first-phaser-game, till World Building. There i got the issue that ground.body.immovable = true; can not be set, since ground.body is null. I am using version 2.0 of phaser, maybe that is part of the problem. I hope someone can help me out, thanks in advance.
  8. Hello, I have a problem with sprites with a body set as immovable. When my player collide with two immovable bodies, one of these bodies moves. You can try with the two bushes under the player. 1- Go on top of the left bush and collide with it2- While still colliding, try pushing the right bush http://folia-game.herokuapp.com/index-dev.html The code for the player and the bush are easely readable with DevTools (player.js and bush.js, you can read obstaclesgroup.js too). I don't understand what I'm doing wrong so if someone can help me to fix it, I'll owe him one. Thank you.
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