devn Posted July 10, 2016 Share Posted July 10, 2016 Hey. There are 2 sprite physics. Each has its own group of a collision. How to make that the collision of these two sprites, they flew away from each other, both, and came off only ONE of the second. The second remained on the spot. Link to comment Share on other sites More sharing options...
rich Posted July 10, 2016 Share Posted July 10, 2016 Sorry, I really don't understand the question or description of the problem. Maybe try demonstrating it with a little code? Link to comment Share on other sites More sharing options...
devn Posted July 10, 2016 Author Share Posted July 10, 2016 var player = t.game.add.sprite(300, 200, 'player'); t.game.physics.p2.enable(player, false); t.game.physics.p2.gravity.y = 1500; player.body.clearShapes(); player.body.loadPolygon('physicsData', 'sluc'); player.body.kinematic = false; player.body.fixedRotation = true; player.body.collideWorldBounds = false; player.body.setCollisionGroup(app.collide.player); player.anchor.setTo(0.5, 0.5); player.body.collides(app.collide.cups, function (player, cup) { cup.sprite.kill(); }); create a player app.el.start = this.game.add.group(); app.el.start.enableBody = true; app.el.start.physicsBodyType = Phaser.Physics.P2JS; this.timerStart = this.game.time.events.loop(1000, function () { var star = app.el.start.create(this.game.world.width, this.game.world.randomY, 'star'); star.anchor.setTo(0.5, 0.5); star.checkWorldBounds = true; star.outOfBoundsKill = true; star.body.fixedRotation = true; star.body.collideWorldBounds = false; star.body.data.gravityScale = 0.1; star.body.velocity.x = -500; star.body.setCollisionGroup(app.collide.cups); star.body.collides([app.collide.player]); }, this); I create stars The collision star kill. All good But after the collision of the star players in rebounds If I do kinematic = true , Gravity has stopped working Please help) sorry for the English. Link to comment Share on other sites More sharing options...
devn Posted July 11, 2016 Author Share Posted July 11, 2016 23 hours ago, rich said: Sorry, I really don't understand the question or description of the problem. Maybe try demonstrating it with a little code? help me please) Link to comment Share on other sites More sharing options...
rich Posted July 11, 2016 Share Posted July 11, 2016 Are you sure you really want a kinematic body here? Kinematic means 'not influenced by gravity or collisions'. I'm pretty sure you can achieve what you want by using impact events. Let me know if you get stuck working it out (there are a few P2 Impact examples on the site) and I'll see if I can create one quickly. Link to comment Share on other sites More sharing options...
devn Posted July 13, 2016 Author Share Posted July 13, 2016 On 11.07.2016 at 11:19 PM, rich said: Are you sure you really want a kinematic body here? Kinematic means 'not influenced by gravity or collisions'. I'm pretty sure you can achieve what you want by using impact events. Let me know if you get stuck working it out (there are a few P2 Impact examples on the site) and I'll see if I can create one quickly. I downloaded the game here Press the space bar Quote https://dogcat.life/g1 You see what happens when a collision with the cup? The player flies away from him. And I need to continue to fly further Please, help:) Link to comment Share on other sites More sharing options...
devn Posted July 14, 2016 Author Share Posted July 14, 2016 On 11.07.2016 at 11:19 PM, rich said: Are you sure you really want a kinematic body here? Kinematic means 'not influenced by gravity or collisions'. I'm pretty sure you can achieve what you want by using impact events. Let me know if you get stuck working it out (there are a few P2 Impact examples on the site) and I'll see if I can create one quickly. documentation has 3 status of a physical objectBody.STATIC (the body does not move), Body.DYNAMIC (body can move and respond to collisions) and Body.KINEMATIC (only moves according to its .velocity). But no one of them does not work gravity. In principle, suitable DYNAMIC = false if not gravity Link to comment Share on other sites More sharing options...
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