Jump to content

Phaser P2 collisions not working


robersend
 Share

Recommended Posts

Hi, i've been working with phaser p2 collision groups and I just can't get this working properly. In my game i have the player, the map, enemies, npcs and fireballs. Well... The player collides with everything, the fireballs and enemies collide with each other but not with npcs or the map. I have an object layer for the map colisions. Here's the code:

  game.physics.startSystem(Phaser.Physics.P2JS);  game.physics.p2.setImpactEvents(true);  enemies.enableBody = true;  enemies.physicsBodyType = Phaser.Physics.P2JS;  enemies2 = game.add.group();  enemies2.enableBody = true;  enemies2.physicsBodyType = Phaser.Physics.P2JS;  enemies3 = game.add.group();  enemies3.enableBody = true;  enemies3.physicsBodyType = Phaser.Physics.P2JS;  npcs = game.add.group();  npcs.enableBody = true;  npcs.physicsBodyType = Phaser.Physics.P2JS;  var playerCG = game.physics.p2.createCollisionGroup();  wallsCG =  game.physics.p2.createCollisionGroup();  var enemyCG =  game.physics.p2.createCollisionGroup();  var npcCG = game.physics.p2.createCollisionGroup();  var fireballsCG = game.physics.p2.createCollisionGroup();  game.physics.p2.updateBoundsCollisionGroup(); walls = game.physics.p2.convertCollisionObjects(map, "colisiones");               for(var wall in walls)        {            walls[wall].setCollisionGroup(wallsCG);            walls[wall].collides(playerCG);            walls[wall].collides(npcCG);            walls[wall].collides(fireballsCG);        }                var arrayPos=[2152, 523,2042, 396,1987, 483,1330,876,1453,942,1432,1043,2352, 1323,2442, 1196,2287, 1283];        for(var i=0; i<3; i++){            var c = enemies.create(arrayPos[2*i] , arrayPos[2*i +1] , 'evilf', 7);            c.name = 'evil' + i;            c.body.immovable = true;            game.physics.p2.enable(c);            c.body.static = true;            c.body.setCollisionGroup(enemyCG);            c.body.collides(fireballsCG);            c.body.collides(enemyCG);            c.body.collides(wallsCG);            c.body.collides(playerCG);            c.animations.add('Down',[6,7,8],FPSMOVEENEMY, false );            c.animations.add('Up',[42,43,44],FPSMOVEENEMY, false);            c.animations.add('Right',[30,31,32],FPSMOVEENEMY, false);            c.animations.add('Left',[18,19,20],FPSMOVEENEMY, false);                   }        for(var i=0; i<3; i++){            var c = enemies2.create(arrayPos[2*(3+i)] , arrayPos[2*(3+i) +1], 'evilf', 7);            c.name = 'evil' + i;            c.body.immovable = true;            game.physics.p2.enable(c);            c.body.static = true;            c.body.setCollisionGroup(enemyCG);            c.body.collides(enemyCG);            c.body.collides(fireballsCG);            c.body.collides(wallsCG);            c.body.collides(playerCG);            c.animations.add('Down',[6,7,8],FPSMOVEENEMY, false );            c.animations.add('Up',[42,43,44],FPSMOVEENEMY, false);            c.animations.add('Right',[30,31,32],FPSMOVEENEMY, false);            c.animations.add('Left',[18,19,20],FPSMOVEENEMY, false);        }        for(var i=0; i<3; i++){            var c = enemies3.create([2*(6+i)] , arrayPos[2*(6+i) +1], 'evilf', 7);            c.name = 'evil' + i;            c.body.immovable = true;            game.physics.p2.enable(c);            c.body.static = true;            c.body.setCollisionGroup(enemyCG);            c.body.collides(fireballsCG);            c.body.collides(enemyCG);            c.body.collides(wallsCG);            c.body.collides(playerCG);            c.animations.add('Down',[6,7,8],FPSMOVEENEMY, false );            c.animations.add('Up',[42,43,44],FPSMOVEENEMY, false);            c.animations.add('Right',[30,31,32],FPSMOVEENEMY, false);            c.animations.add('Left',[18,19,20],FPSMOVEENEMY, false);                   }        var npcsArray= [460, 650, 80,302, 300,780, 350,500, 550,350];        var npcsSizes= [1, 4, 49,52,55];        for(var i=0; i<5; i++){            var c = null;            c = npcs.create(npcsArray[2*(i)] , npcsArray[2*(i) +1], 'evilf', npcsSizes[i]);            c.name = 'evil' + i;            c.body.immovable = true;            game.physics.p2.enable(c);            c.body.static = true;            c.body.setCollisionGroup(npcCG);            c.body.collides(fireballsCG);            c.body.collides(wallsCG);            c.body.collides(playerCG);                    }        /*this.npc.body.clearCollision();        varnon.sprite.body.clearCollision();*/ //Hay que descomentarlo y usar overlap                        //npc.body.static = true;                        fireballs = game.add.group();        fireballs.enableBody = true;        fireballs.physicsBodyType = Phaser.Physics.P2JS;        for (var i = 0; i < 20; i++)        {            var f = fireballs.create(0, 0, 'fireball');            f.animations.add('fireballAnimRight', [32, 33, 34, 35, 36, 37, 38, 39], FPSMOVE, true);            f.animations.add('fireballAnimLeft', [0, 1, 2, 3, 4, 5, 6, 7], FPSMOVE, true);            f.animations.add('fireballAnimUp', [16, 17, 18, 19, 20, 21, 22, 23], FPSMOVE, true);            f.animations.add('fireballAnimDown', [48, 49, 50, 51, 52, 53, 54, 55], FPSMOVE, true);            f.name = 'fireball' + i;            f.exists = false;            f.visible = false;            f.checkWorldBounds = true;            f.events.onOutOfBounds.add(resetFireball, this);            game.physics.p2.enable(f);            f.body.static = true;            f.body.setCollisionGroup(fireballsCG);            f.body.collides(wallsCG);            f.body.collides(enemyCG);            f.body.collides(npcCG);                    }                                        //npc.body.setCollisionGroup(npcCG);        //npc.body.collides(playerCG);        // npc.body.collides(wallsCG);        //npc.body.collides(fireballsCG);               varnon.sprite.body.setCollisionGroup(playerCG);        varnon.sprite.body.collides(npcCG);        varnon.sprite.body.collides(wallsCG);        varnon.sprite.body.collides(enemyCG);        varnon.sprite.body.fixedRotation = true;        varnon.alternar(true);

Any idea on why it isn't working?

 

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
 Share

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...