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[P2JS] When I use collisions, "collideWorldBounds" is set to true


kenshm
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Hello,

I'm begginer of phaser and am having some problems. Indeed, I had to change my game to switch to physics.ARCADE physics.P2JS

 
Everything works except the asteroids as they bounce when it should not be the case.

When I turn off these two lines of my code, my asteroids can go off the screen. But if i add this 2 lines, my asteroids bouncing around the screen.
this.fighter.body.setCollisionGroup(this.fighterCollisionGroup);this.fighter.body.collides(this.asteoridCollisionGroup, this.collisionHandler, this);



Complete code :

SpaceWar.Game = function (game) {	this.stick;	this.pad;	this.fighter;};SpaceWar.Game.prototype = {	init: function(){		this.game.renderer.renderSession.roundPixels = true;		this.game.physics.startSystem(Phaser.Physics.P2JS);	},	create: function(){		this.game.physics.p2.setImpactEvents(true);		this.game.physics.p2.restitution = 0.9;    	    /**	     * fighterCollisionGroup {group}     ==> collision group for the fighter	     * asteoridCollisionGroup {group}	 ==> collision group for the asteorids	     */	    this.fighterCollisionGroup = this.game.physics.p2.createCollisionGroup();	    this.asteoridCollisionGroup = this.game.physics.p2.createCollisionGroup();	    this.game.physics.p2.updateBoundsCollisionGroup();		/**		 * Load the background and sets the size		 */    	var background = this.game.add.sprite(0, 0, 'background');		background.width = this.game.world.width;		background.height = this.game.world.height;		/**		 * Created a group called "asteorids"		 * Enables pyhsics & spawn a random asteorid every X seconds		 * Each asteorid created is added to the group "asteorids"		 */	    this.asteorids = this.add.group();	    this.asteorids.enableBody = true;	    this.asteorids.physicsBodyType = Phaser.Physics.P2JS;	    this.asteorids.setAll('checkWorldBounds', true);	    this.asteorids.setAll('outOfBoundsKill', false);		var asteroidLoop = this.game.time.events.loop(Phaser.Timer.SECOND * 0.4, this.createAsteorid, this);		/**		 * Spawn the fighter (ship) to the center of the bottom screen		 * Active physics and prevents the fighter to come out of the screen		 * Load polygonal data (.json) for the hit box		 */		this.fighter = this.add.sprite(this.game.world.width/2, this.game.world.height - 100, 'fighter');		this.fighter.anchor.set(0.5);	    this.game.physics.p2.enable(this.fighter); //set to true for debugging		this.fighter.body.clearShapes();		this.fighter.body.loadPolygon('physicsData', 'fighter');		this.fighter.body.collideWorldBounds = true;		this.fighter.body.setCollisionGroup(this.fighterCollisionGroup);		this.fighter.body.collides(this.asteoridCollisionGroup, this.collisionHandler, this);		/**		 * Adds the joystick on the screen and set its size		 */		/*		this.pad = this.game.plugins.add(Phaser.VirtualJoystick);		this.stick = this.pad.addStick(0, 0, 300,'arcade');		this.stick.scale = 1.2;				this.stick.alignBottomLeft(50);		*/	},	update: function(){		/**		 * Called when joysting is down and moving the fighter (ship)		 */		/*		var speed = 500;		if(this.stick.isDown){			this.physics.arcade.velocityFromRotation(this.stick.rotation, this.stick.force * speed, this.fighter.body.velocity);			this.fighter.rotation = this.stick.rotation;		}else{			this.fighter.body.velocity.set(0);		}		*/	},	/**	 * Debuging render	 */    render: function() {    },	/**	 * Generates & create a random asteroid types	 * type      {INT}    1, 2, 3 or 4 -> is the type of asteorid to use (texture)	 */	createAsteorid: function(){		var type = this.game.rnd.integerInRange(1, 4);		if(type != null){			var asteorid = this.asteorids.create(this.game.world.randomX -230, this.rndPositionY(), 'asteorid0' + type);			this.game.physics.p2.enable(asteorid);			asteorid.body.allowRotation = true;		    asteorid.body.velocity.y = this.rndVelocity();		    asteorid.body.clearShapes();		    asteorid.body.loadPolygon('physicsData', 'asteorid0' + type);		    asteorid.events.onEnterBounds.add(this.killOnOutOfBounds, this);		    asteorid.body.setCollisionGroup(this.asteoridCollisionGroup);		    asteorid.body.collides([this.asteoridCollisionGroup, this.fighterCollisionGroup]);		}	},		/**	 * Called when two objects collide - Explosion	 * @param {body1} fighter	 * @param {body2} asteorid	 */	collisionHandler: function(body1, body2){		body1.sprite.kill();		body2.sprite.kill();		var explosion = this.game.add.sprite(body1.x - 80, body1.y - 150, 'explosion');		explosion.animations.add('DoExplosion', [0, 1, 2, 3, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16], 10, false);		var ExplosionAnimation = explosion.animations.play('DoExplosion', 10, false, true);		ExplosionAnimation.onComplete.add(function(){			this.gameOver();		}, this);	},	/**	 * Set the value of "outOfBoundsKill" to true on a sprite when it is called	 * @param {sprite} sprite	 */	killOnOutOfBounds: function(sprite)    {        sprite.outOfBoundsKill = true;    },	/**	 * Generates a random position (Y) between -150 and -400 (for asteorids)	 */	rndPositionY: function(){		return this.game.rnd.integerInRange(-150, -400);	},	/**	 * Generates a random (int) between 100 and 350 for gravity asteorid	 */	rndVelocity: function(){		return this.game.rnd.integerInRange(100, 250);	},	/**	 * Called when the player loose the game	 */	gameOver: function(){		//this.stick.visible = false;		//this.state.start('GameOver');	}};


PS : Sorry for my english, i'm from Switzerland ^^

Tanks all for helping :) !

Best regards,
Kenshimdev

 

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