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[Phaser] Collision Issue Regarding with Tilemap Layer


stnight99
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Hello guys,

 

I'm new to PhaserJS and I'm trying to make a simple battle-city type of game. I used tiledmap for creating a sample level and sets the 'walls' layer as a solid layers of tiles. But somehow the sprite player can be go over a wall tile and sometimes it can't get through or it can't touch a tile, that looks like there is something invisible in between them, please see the attached image.

 

post-8992-0-03503400-1445470707.png

 

And here is my code:

var create, down, floor, game, left, player, preload, right, up, update, wall;up = null;left = null;down = null;right = null;player = null;wall = null;floor = null;preload = function() {  game.load.tilemap('level0', 'game_assets/level0.json', null, Phaser.Tilemap.TILED_JSON);  game.load.image('tiles', 'game_assets/assets.png');  game.load.spritesheet('player', 'game_assets/player.png');};create = function() {  var map;  game.physics.startSystem(Phaser.Physics.ARCADE);  game.stage.backgroundColor = '#FFFFFF';  map = game.add.tilemap('level0');  map.addTilesetImage('assets', 'tiles');  floor = map.createLayer('floor');  wall = map.createLayer('walls');  game.physics.arcade.enable(wall);  map.setCollisionBetween(1, 1000, true, 'walls');  wall.resizeWorld();  game.physics.arcade.enable(map);  game.physics.setBoundsToWorld();  player = game.add.sprite(50, 50, 'player');  player.pivot.x = player.width * .5;  player.pivot.y = player.height * .5;  game.physics.arcade.enable(player);  up = game.input.keyboard.addKey(Phaser.Keyboard.UP);  left = game.input.keyboard.addKey(Phaser.Keyboard.LEFT);  down = game.input.keyboard.addKey(Phaser.Keyboard.DOWN);  right = game.input.keyboard.addKey(Phaser.Keyboard.RIGHT);  game.input.keyboard.addKeyCapture([Phaser.Keyboard.UP, Phaser.Keyboard.LEFT, Phaser.Keyboard.DOWN, Phaser.Keyboard.RIGHT]);  game.camera.follow(player);};update = function() {  player.body.velocity.y = 0;  player.body.velocity.x = 0;  game.physics.arcade.collide(player, wall);  if (up.isDown) {    player.body.velocity.y = -86;    player.angle = 0;  } else if (down.isDown) {    player.body.velocity.y = 86;    player.angle = 180;  } else if (left.isDown) {    player.body.velocity.x = -86;    player.angle = -90;  } else if (right.isDown) {    player.body.velocity.x = 86;    player.angle = 90;  }};game = new Phaser.Game(756, 700, Phaser.WEBGL, 'game', {  preload: preload,  create: create,  update: update});

post-8992-0-03503400-1445470707.png

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Here is one of my .json levels created from Tile, this is a different map but have the same issue, the player sprite can't touch the bottom-right corner.

{ "height":50, "layers":[        {         "data":[1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2],         "height":50,         "name":"walls",         "opacity":1,         "type":"tilelayer",         "visible":true,         "width":50,         "x":0,         "y":0        }], "orientation":"orthogonal", "properties":    {    }, "tileheight":32, "tilesets":[        {         "firstgid":1,         "image":"assets.png",         "imageheight":64,         "imagewidth":32,         "margin":0,         "name":"assets",         "properties":            {            },         "spacing":0,         "tileheight":32,         "tilewidth":32        }], "tilewidth":32, "version":1, "width":50}
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Your current implementation is buggy because your player.rotation is being set with the wrong center of rotation. Thus, your player.body is actually one tile lower than your player sprite itself.

 

Take a look at the fiddle here to understand what's happening: https://jsfiddle.net/chongdashu/rhnr1abz/

 

At the start, your body is aligned with your sprite. But try moving right or down and you will see the body getting displaced.

 

Here is a screenshot too:

 

post-16915-0-77098500-1445486441.png

 

To fix the issue replace the lines 51 and 52:

player.pivot.x = player.width * .5;    player.pivot.y = player.height * .5;

with:

player.anchor.set(0.5, 0.5);
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