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Circular Collision


ptotheaul
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First of all I'm not sure this is the best way to group element for collision detection but I'm crating CHARACTER elements that contain various sprites that I want to act as one element.  I want the different circles(made up of a few sprites) to bounce off of each other.

In order to keep all the elements together and since I can't set 'body.setCircle' on a group I'm using the 'circle' sprite for physics and just updating the positions of the other elements to match the x/y of the 'circle' in the bubble.update = function(){}.  Is there a better way to do this?

My other question is, as I add more CHARACTER's I'd like to add the corresponding 'bubble' sprite to a:

game.physics.arcade.collide()

so that the 'bubble's bounce off each other.  ie

game.physics.arcade.collide(bubble1, bubble2, etc)

is there a way to do this?

 

CHARACTER _ctor: function() {
        var character_g = this.game.add.group();


        var s1 = imageLoader.sprite(0, 0, 'Idle.png');
        
        var s2 = imageLoader.sprite(0, 0, 'state1.png');
        s2.visible = false;
        
        var bubble= imageLoader.sprite(0, 0, circle.png');

        game.physics.arcade.enable([bubble]);
        
        bubble.body.setCircle(160);
        bubble.body.collideWorldBounds = true;
        bubble.body.bounce.set(1);
        bubble.body.gravity.y = 0;
        bubble.body.velocity.set(150);      

 

        character_g.add(s1);
        character_g.add(s2);
        character_g.add(over);

      

        bubble.update = function(){

            s1 .x = bubble.x;
            s1 .y = bubble.y;
            
            s2 .x = bubble.x;
            s2 .y = bubble.y;

        }
              

        s1.inputEnabled=true;
        s1.events.onInputDown.add(this.itemClick,this);

    }

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