jansensan Posted March 14, 2015 Share Posted March 14, 2015 I recently started with PhaserJS. I was delighted that I was able to test a platformer concept quite quickly, see it here: https://github.com/jansensan/test-phaser-js-platformer So as a next project I wanted to test a top-down movement concept with grid movement, à la NES/SNES Dragon Quest/FF and the likes. So far, I built the map in the Tiled Map Editor and I'm able to get the sprite to move properly on the map. However the collision is not applied, see it in action. You can also check out the repo here. I would welcome any guidance as of how to get this collision working. Thanks! Link to comment Share on other sites More sharing options...
jansensan Posted March 16, 2015 Author Share Posted March 16, 2015 So I ended up rolling my own collision logic, without the use of the Phaser.Physics.ARCADE engine. That's too bad, although since this tile-based prototype may not need physics in the end, it may not be a bad thing either. Repo renamed and is available here: https://github.com/jansensan/test-phaser-js-tile-based-movement Link to comment Share on other sites More sharing options...
ZoomBox Posted March 16, 2015 Share Posted March 16, 2015 I don't know if it's still a current problam but in the example you linked in the first post (a Zelda looking game), I managed to go through the ennemy (or him going through me) by getting him going up and down (randomly) on 2 tiles a me walking in its direction. To be simple: The ennemy is doing: D4 -> D3 -> D4 -> D3 and I'm try to go from C4 -> D4 (by maintaining "right") and it makes up be on the same tile. Link to comment Share on other sites More sharing options...
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