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Phaser.Physics.Arcade.overlap() working but collide() not?


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Hi, this is my first post and probably a newbie mistake,

I'm trying to get collisions working between two objects. What I have is overlap() works but collide() doesn't. All being equal when I substitute overlap for collide in code below the collision is no longer detected. Any thoughts on why it may be so? 

First I setup the engine: 


Then set up the objects:

this.platform = this.game.add.sprite(471, 535, null);
game.physics.enable(this.platform, Phaser.Physics.ARCADE);
this.platform.body.immovable = true;
this.platform.body.setSize(200,10, 0,0);

and this:

this.cube = game.add.sprite(x, y - 30, 'characters', 'cube1');
this.cube.anchor.setTo(0.5, 0.5);
game.physics.enable(this.cube, Phaser.Physics.ARCADE);  

And in the update() collide/overlap them like that:

game.physics.arcade.overlap(this.platform, this.cube, function (platform, cube) {
	game.paused = true;
}, null, this);

This is just part of the code. For what it's worth, cube is in a group and is moved with it's parent. The platform is on the root level. 


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One is moving the other is static. But the moving one is attached to a group and I move the group by x and y. Now from the other thread I learned  that I need to move the bodies with velocity in order for collisions to make any sense, so moving a group makes no sense probably and I need to use a sprite with children? 

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Well, I'm quite new to phaser so I don't know all the options yet and group was the first ting I found. As I wrote elsewhere, I have a character carrying an object and I need to check if the object is put on a surface. For now I use overlap for that but for what I know it doesn't support directions so I have to manually check if it's ON and not UNDER or BESIDE the table surface. So basically my question is what's a best way to satisfy these assumptions?

  • The collided object is carried around with a sprite which shouldn't collide 
  • The object should collide with another (immovable) object
  • I want to know the direction of the collision (ie. the side of immovable object that was hit)
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In Arcade physics, the bodies have a property called "touching". "body.touching.down" means the body collided on the bottom. Would that work? There's another property, "blocked", for when the body collides with the world boundaries or a tile.

You might end up having two separate sprites whose positions you keep in sync manually, instead of making one of them a child? Or, you could make them both children but then check each of them directly instead of the parent?

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There are slight rotations involved so I'd rather put them in one container. Yeah, I'd check each directly as I do now, I only wonder if they inherit parent's velocity which is needed for collisions? I'll test that, thanks anyway!



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