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Sprite speed problem


Climbus
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Hi all

 

I've got a problem with physics in my game.

 

Sometimes my player sprite is moving forward to end of world or colliding object.

 

I'm testing it by refreshing a page.

 

Sample code below.

var Plain = Plain || {};Plain.Game = function(){};Plain.Game.prototype = {  preload: function() {    // sprite atlases    this.load.atlasJSONHash('player', 'assets/images/player.png', 'assets/sprites/player.json');        // levels    this.load.tilemap('level', "assets/maps/level1.json", null, Phaser.Tilemap.TILED_JSON);    // layers    this.load.image('land', 'assets/images/green_land.png');  },  create: function() {    this.map = this.add.tilemap('level');    this.map.addTilesetImage('green_land', 'land');    this.backgoundLayer = this.map.createLayer('Land');    this.backgoundLayer.resizeWorld();        this.physics.startSystem(Phaser.Physics.ARCADE);    this.cursors = this.input.keyboard.createCursorKeys();    this.camera.y = this.world.height - this.camera.height;    this.player = this.add.sprite(400, 2300, "player", 1);        this.player.anchor.setTo(0.5, 0.5);    this.player.scale.x = 1.3;    this.player.scale.y = 1.3;    this.player.fixedToCamera = false;    this.physics.arcade.enable(this.player);     this.player.body.velocity.x = 0;    this.player.body.velocity.y = -10;       this.player.body.collideWorldBounds = true;    this.player.health = 100;    this.player.points = 0;     },  update: function() {    //this.camera.y -= 4;       this.time.advancedTiming = true;       this.player.body.velocity.x = 0;    if (this.cursors.down.isDown) {      this.player.body.velocity.y += 10;           } else if (this.cursors.up.isDown) {      this.player.body.velocity.y -=10;    }    if (this.cursors.left.isDown) {       this.player.body.velocity.x = 10;    } else if (this.cursors.right.isDown) {       this.player.body.velocity.x = -10;    }  },     render: function() {        this.game.debug.text("Player: " + this.player.position, 32, 32);   }};

Am I doing something wrong or is this a problem in Phaser?

 

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