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collision detection


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hello guys,

Im trying to implement collision detection to my game, 

// i Activate the physics system in my "create" function:


// Now im defining the "colliding" objects in my "update" function:

if (myGame.physics.arcade.collide(collider1, collidor2))




What is missing/ what im doing wrong? I never get any collision feedback, when the objects touch each other.







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5 hours ago, lukaMis said:

You are starting P2JS physics system and than checking for collide with arcade physics system. You can only have one system active in Phaser. 

Ok thanks. I tried it with " P2JS" now, but i cant figure out what im doing wrong. 


Here is my code:




this.physics.p2.restitution = 0.8;

var playerCollisionGroup = this.physics.p2.createCollisionGroup();
var cloudCollisionGroup = this.physics.p2.createCollisionGroup();
var clouds = this.add.group();
clouds.enableBody = true;
clouds.physicsBodyType = Phaser.Physics.P2JS;
var smallcloud= clouds.create(300, 300, 'Cloudpicture');
smallcloud.body.setRectangle(40, 40);

bird = this.add.sprite(this.world.centerX, this.world.centerY/1.5, "mysprite");
bird.anchor.setTo(0.5, 0.5);
bird.enableBody = true;
bird.physicsBodyType = Phaser.Physics.P2JS;
bird.body.setCollisionGroup(playerCollisionGroup); // here i get an error: "cannot read property CollisionGroup of null"

What is wrong with this line ? I think i programmed it like in the phaser "group collision example"


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i added: 

this.physics.p2.enable(bird, false);


now its working, but this line destroys all movement of my bird. I have a "tween" movement on my bird, that is triggered when i click somewhere. 


Why is this gone now???


The rest of my game is also broken , both physics objects are flying around like crazy now..

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