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  1. 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 }, debug: false } }, scene: { preload: preload, create: create } }; var game = new Phaser.Game(config); var bullets; var platforms; function preload () { this.load.tilemapTiledJSON('map', 'assets/tilemaps/maps/impact-tilemap.json'); this.load.image('kenney', 'assets/tilemaps/tiles/kenney.png'); this.load.image('ground', 'src/games/firstgame/assets/platform.png'); this.load.image('bullet', 'src/games/firstgame/assets/star.png'); } function create () { var map = this.make.tilemap({ key: 'map' }); var tileset = map.addTilesetImage('kenney'); var layer = map.createStaticLayer(0, tileset, 0, 0); layer.setCollisionByExclusion([-1]); this.physics.world.bounds.width = layer.width; this.physics.world.bounds.height = layer.height; platforms = this.physics.add.staticGroup(); platforms.create(400, 268, 'ground'); // Fires bullet on left click of mouse this.input.on('pointerdown', function() { fire(this); }, this); var Bullet = new Phaser.Class({ Extends: Phaser.GameObjects.Image, initialize: function Bullet(scene) { Phaser.GameObjects.Image.call(this, scene, 0, 0, 'bullet'); this.speed = Phaser.Math.GetSpeed(300, 1); this.velocity = new Phaser.Geom.Point(0, 0); }, fire: function (x, y, direction) { this.setPosition(x, y); this.setActive(true); this.setVisible(true); this.velocity.setTo(0, -this.speed); Phaser.Math.Rotate(this.velocity, direction); }, update: function (time, delta) { // Update position based on velocity this.x += this.velocity.x * delta; this.y += this.velocity.y * delta; } }); bullets = this.physics.add.group({ classType: Bullet, maxSize: 30, runChildUpdate: true }); this.physics.add.collider(bullets, platforms, callbackFunc, null, this); this.physics.add.collider(bullets, layer, callbackFunc, null, this); } function callbackFunc(bullet, target) { if ( bullet.active === true ) { console.log("Hit!"); bullet.setActive(false); bullet.setVisible(false); } } function fire(that) { var bullet = bullets.get(); if (bullet) { bullet.body.allowGravity = false; var angle = Math.atan2(that.input.activePointer.y - 400, that.input.activePointer.x - 300); bullet.fire(300, 400, angle + (3.14/2)); } } You can copy-paste it to any example at https://labs.phaser.io and start clicking to fire at any direction. I've tried to add a standard player from examples too and collisions work fine with the tilemap's objects. So the problem is with bullets only. Please help to solve this. Thanks!
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