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[Phaser] Bullet - Wall Collision


stnight99
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I have a tilemap that has two layers, one is for the floor and the other one is for wall which i assigned as a collision layer. I applied the basic shooting system that i copied from Phaser site's example, now every time i fire the bullets, the first bullet was immediately killed (via bullet.kill()) without touching the wall. Please help me, below is my code:

var bulletTime, bullets, create, downButton, fireBullets, fireButton, floor, game, hitWall, leftButton, player, preload, rightButton, upButton, update, wall;upButton = null;leftButton = null;downButton = null;rightButton = null;fireButton = null;player = null;bullets = null;bulletTime = 0;wall = null;floor = null;fireBullets = function() {  var bullet;  if (game.time.now > bulletTime) {    bullet = bullets.getFirstExists(false);    if (bullet) {      bullet.reset(player.x, player.y);      bullet.body.velocity.y = -100;      return bulletTime = game.time.now + 200;    }  }};hitWall = function(bullet, wall) {  bullet.kill();};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');  game.load.image('bullet', 'game_assets/bullet.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, 100, true, 'walls');  wall.resizeWorld();  game.physics.arcade.enable(map);  game.physics.setBoundsToWorld();  player = game.add.sprite(150, 150, 'player');  player.anchor.setTo(0.5, 0.5);  game.physics.arcade.enable(player);  upButton = game.input.keyboard.addKey(Phaser.Keyboard.UP);  leftButton = game.input.keyboard.addKey(Phaser.Keyboard.LEFT);  downButton = game.input.keyboard.addKey(Phaser.Keyboard.DOWN);  rightButton = game.input.keyboard.addKey(Phaser.Keyboard.RIGHT);  fireButton = game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR);  game.input.keyboard.addKeyCapture([Phaser.Keyboard.UP, Phaser.Keyboard.LEFT, Phaser.Keyboard.DOWN, Phaser.Keyboard.RIGHT]);  bullets = game.add.group();  bullets.enableBody = true;  bullets.physicsBodyType = Phaser.Physics.ARCADE;  bullets.createMultiple(1000, 'bullet');  bullets.setAll('anchor.x', 0.5);  bullets.setAll('anchor.y', 0.5);  bullets.setAll('checkWorldBounds', true);  bullets.setAll('outOfBoundsKill', true);  game.camera.follow(player);};update = function() {  player.body.velocity.y = 0;  player.body.velocity.x = 0;  game.physics.arcade.collide(player, wall);  game.physics.arcade.overlap(bullets, wall, hitWall, null, this);  if (upButton.isDown) {    player.body.velocity.y = -86;    player.angle = 0;  } else if (downButton.isDown) {    player.body.velocity.y = 86;    player.angle = -180;  } else if (leftButton.isDown) {    player.body.velocity.x = -86;    player.angle = -90;  } else if (rightButton.isDown) {    player.body.velocity.x = 86;    player.angle = 90;  }  if (fireButton.isDown) {    fireBullets();  }};game = new Phaser.Game(756, 700, Phaser.WEBGL, 'game', {  preload: preload,  create: create,  update: update});

and below is the json file for the map:

{ "height":45, "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, 2, 2, 0, 0, 0, 0, 0, 0, 2, 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, 0, 0, 0, 0, 0, 0, 2, 2, 0, 0, 0, 0, 0, 0, 2, 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, 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],         "height":45,         "name":"walls",         "opacity":1,         "type":"tilelayer",         "visible":true,         "width":45,         "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":45}

I just need the bullets touches the wall first and then kill it.

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change your bullet overlap to collide

 game.physics.arcade.collide(bullets, wall, hitWall, null, this);

i think because you're colliding with a group the overlap with the whole group bounding rectangle is being included

 

also these lines don't seem to be necessary

game.physics.arcade.enable(wall);game.physics.arcade.enable(map);
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