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Phaser arcade collision detection with tiled.


AlysiumX
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Im having a problem here. I can't seem to get a tiled map to work with arcade collision detection. Any help on this matter would be great. Thanks.

 

Code:

function create() {    game.physics.startSystem(Phaser.Physics.ARCADE);        mymap = game.add.tilemap('devmap01');    mymap.addTilesetImage('MyTheme');        backgroundLayer = mymap.createLayer('Background');    blockedLayer = mymap.createLayer('Collision');        mymap.setCollisionBetween(1, 100000, true, 'Collision');        backgroundLayer.resizeWorld();        player = new Player(game);    game.physics.enable(player.sprite, Phaser.Physics.ARCADE);        game.world.setBounds(0, 0, mymap.widthInPixels, mymap.heightInPixels);    cursors = game.input.keyboard.createCursorKeys();    game.camera.follow(player.sprite);}function update() {    game.physics.arcade.collide(player, blockedLayer);    player.update(cursors);}
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game.physics.arcade.collide(player.sprite, blockedLayer);

So I found this issue before my post was approved unfortunately. There were two problems, one the problem you specified drhayes(thanks btw) and the second was that my collision layer was not on the bottom in tiled.

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