tmuecksch Posted June 23, 2015 Report Share Posted June 23, 2015 Hey there, my game consists of a player implemented with P2 and enemies implemented with Arcade physics (for better performance, since the AABB is sufficient for them). How can I detect collision between the Arcade bodies and the P2 body/bodies ? (The point is: I want the enemies to bounce away) OR: I've read in some other thread, that P2 offers AABB. I've searched the Phaser docs, but I didn't find anything helpful. Can you recommend a way to implement the described above only with P2, without affecting performance? Thank you guys in advance! Quote Link to comment Share on other sites More sharing options...
lighterletter Posted June 25, 2015 Report Share Posted June 25, 2015 I'm also wondering if this is possible. Quote Link to comment Share on other sites More sharing options...
J4G Posted June 27, 2015 Report Share Posted June 27, 2015 If you want simple rectangle collison, just check if (Phaser.Rectangle.intersects(sprite1.getBounds(), sprite2.getBounds())) each frame. This should work regardless of the physics engine. It's pretty cheap, too. Quote Link to comment Share on other sites More sharing options...
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