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Found 2 results

  1. Hi there, I have just updated my games with the latest Phaser 2.3, but it seem now my games will not horizontally aligned to Center like usual, it just stay left aligned. Vertical align has no problem though. Do anyone have problem like this with Phaser 2.3? My css in index.html: body { margin: 0; padding: 0; background-color: #1d4633; } canvas { padding-left:0; padding-right:0; margin-left:auto; margin-right:auto; display:block; width:100%; }My scaling and align code in boot.js: this.stage.backgroundColor = '#1d4633';this.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL;this.scale.pageAlignHorizontally = true;this.scale.pageAlignVertically = true;Any help will be greatly appreciated! Thanks.
  2. I'm getting stuck with this issue. I've updated my projects from phaser 2.2 to current 2.3.0. and every collision isn't working any more. I'm using the arcade.physics system. Set up is (shortened): the collision handler does not fire. Group 1this.wave = this.add.group();this.wave.enableBody = true;this.wave.physicsBodyType = Phaser.Physics.ARCADE;game.physics.enable(this.wave, Phaser.Physics.ARCADE);Group 2this.player = this.add.group();this.player.enableBody = true;this.player.physicsBodyType = Phaser.Physics.ARCADE;game.physics.enable(this.player, Phaser.Physics.ARCADE);into update func:game.physics.arcade.collide( this.player, this.wave, this.collision, null, this);does not detect anything.Same goes with sprite vs. sprite, worked before.I tried different configurations since there are multiple ways and I do not know which one is actually the most updated:wave_obj.physicsBodyType = Phaser.Physics.ARCADE;game.physics.enable(wave_obj, Phaser.Physics.ARCADE);this.game.physics.arcade.enable(wave_obj);game.physics.arcade.enable( wave_obj );console output contains: type: 0 and physicsType: 0 - is that correct?c.Sprite {type: 0, physicsType: 0, position: c.Point, scale: c.Point, transformCallback: null…}Any ideas? suggestions, I've tried every syntax written above. with phaser 2.2 it worked. also tried: game.physics.startSystem(Phaser.Physics.ARCADE);game.physics.arcade.TOP_BOTTOM;with sprite vs spritegame.physics.enable( [ this.racer, wave_obj ], Phaser.Physics.ARCADE);game.physics.arcade.overlap instead of game.physics.arcade.collideregards