Leep Posted November 22, 2014 Share Posted November 22, 2014 Is it just me or does physics.arcade.overlap end up calling the overlapHandler with the object1/object2 parameters in the wrong order if object 1 is a group and object2 is a sprite? I'm looking the code in World.js (http://docs.phaser.io/World.js_.html), and overlap calls collideHandler, which in turn calls collideSpriteVsGroup if object1 is a group and object2 is a sprite, but for that one specific case it passes the parameters to collideSpriteVsGroup in the order object2, object1 instead of object1, object2 like in all other cases. Is this intentional? Link to comment Share on other sites More sharing options...
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