stnight99 Posted October 24, 2015 Share Posted October 24, 2015 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, 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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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jmp909 Posted October 24, 2015 Share Posted October 24, 2015 isn't it due to this?bullet = bullets.getFirstExists(false);that would always re-fire the first bullet surely? it's not killing it, it's resetting it do you not want getFirstDead? see the example http://phaser.io/examples/v2/arcade-physics/shoot-the-pointer Link to comment Share on other sites More sharing options...
stnight99 Posted October 24, 2015 Author Share Posted October 24, 2015 It doesn't work either using getFirstDead, here is the fiddle: https://jsfiddle.net/stnight99/opuvhmty/2/ Link to comment Share on other sites More sharing options...
chongdashu Posted October 24, 2015 Share Posted October 24, 2015 Thanks for the jsFiddle! You should change:game.physics.arcade.overlap(bullets, wall, hitWall, null, this);to game.physics.arcade.collide(bullets, wall, hitWall, null, this); stnight99 1 Link to comment Share on other sites More sharing options...
jmp909 Posted October 24, 2015 Share Posted October 24, 2015 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 necessarygame.physics.arcade.enable(wall);game.physics.arcade.enable(map); stnight99 and chongdashu 2 Link to comment Share on other sites More sharing options...
jmp909 Posted October 24, 2015 Share Posted October 24, 2015 beat me to it! chongdashu and stnight99 2 Link to comment Share on other sites More sharing options...
stnight99 Posted October 24, 2015 Author Share Posted October 24, 2015 chongdashuand jmp909 Thanks it works. Well it seems so weird to me, I use the .collide before and I get an error with object.kill returning an error of kill is not a function. But it's working now thanks guys Link to comment Share on other sites More sharing options...
chongdashu Posted October 24, 2015 Share Posted October 24, 2015 beat me to it!You gave a much better explanation Link to comment Share on other sites More sharing options...
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