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Tile collision issue: gravity is too big, but I need it that way!


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Hello, everyone.


I'm new here and started to work with Phaser just a couple of weeks ago. I have an "already known" issue that some of you should want to kick me in the nuts for opening a topic about it. So, first of all: sorry for asking this question!


I've searched (A LOT) about the issue of using Arcade physics with a big gravity value, what causes a random lack of collision between sprites and tiles, but I couldn't find any answer with a solution that maintains the game (and the sprite's fall off) speed and also eliminates the "tile breaking" issue.


So, please (pretty please!), does someone have a solution for this, or at least knows another topic or URL that could help me to achieve both?


Just as a matter of information, my code is like this:

function create() {    game.physics.startSystem(Phaser.Physics.ARCADE);    game.physics.arcade.gravity.y = 2000;	background = game.add.tileSprite(0, 0, 1280, 720, 'background');		map = game.add.tilemap('tilemap'); // Preloaded tilemap	map.addTilesetImage('ground'); // Preloaded tileset	layer = map.createLayer('tile');	layer.resizeWorld();		map.setCollision([1]); //it's the ONLY tile!		player = game.add.sprite(30, 410, 'player');        game.physics.enable(player, Phaser.Physics.ARCADE);	player.enableBody = true;        player.body.collideWorldBounds = true;        player.animations.add('ready', [0,1,2,1], 7, true);	player.animations.add('jump', [2,3,4,5,6], 7, false);	player.body.setSize(72, 175, 52, 25);
function update() {   game.physics.arcade.collide(player, layer);	if (buttonDown && player.body.onFloor())	{		buttonDown = false		player.body.velocity.y = -1020;	}	else if(buttonDown && !player.body.onFloor() && !doubleJump)  	{		player.play('jump');			buttonDown = false;		doubleJump = true;		player.body.velocity.y = -920;	}

The error only happens when "double jump" is triggered. I've already set the gravity down to 1200 (and also correcting the jump's Y negative velocity as well) and the error still happens from time to time (and this speed simply destroyed the dynamic of my game).


Thank you for your attention and patience!

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Hello, John! First of all, thank you for your answer!


Your solution didn't solved the issue, but helped me to search deeper on the "BIAS world". I found out the property TILE_BIAS, which "strengthen" the tile. So, the solution for my issue was to add the following line:

game.physics.arcade.TILE_BIAS = 40;

40 seems to be the magic number, but I don't know if it solves the issue in all cases (like bigger gravity, for example).


Thanks again!

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