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Too many stacked sprites falling through ground


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Hi All!


I'm new to Phaser and I've been trying to figure out how the physics engine works by modifying the tutorial code. In the game I want to make, I want the user to be able to build walls by stacking blocks on top of one another, and I want the walls to be demolished by projectiles, so I need to use the physics engine. However, I discovered that stacking too many blocks makes the blocks fall through the ground because they are "too heavy". Is there a way to get rid of this problem? Below are two screenshots: the first one is as the blocks start to fall through and the second is after they've fallen through and are stable again.







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Here is the relevant code:

var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: create, update: update });function preload() {    game.load.image('sky', 'assets/sky.png');    game.load.image('ground', 'assets/platform.png');    game.load.image('star', 'assets/star.png');    game.load.spritesheet('dude', 'assets/dude.png', 32, 48);    game.load.image('diamond', 'assets/diamond.png');    game.load.image('block', 'assets/firstaid.png');}var platforms;var cursors;    var blocks;function create() {    //  A simple background for our game    game.add.sprite(0, 0, 'sky');    //  The platforms group contains the ground and the 2 ledges we can jump on    platforms = game.add.group();    // Here we create the ground.    var ground = platforms.create(0, game.world.height - 64, 'ground');    //  Scale it to fit the width of the game (the original sprite is 400x32 in size)    ground.scale.setTo(2, 2);    //  This stops it from falling away when you jump on it    ground.body.immovable = true;    //  Now let's create two ledges    var ledge = platforms.create(400, 400, 'ground');    ledge.body.immovable = true;    ledge = platforms.create(-150, 250, 'ground');    ledge.body.immovable = true;    //  Our controls.    cursors = game.input.keyboard.createCursorKeys();        blocks = game.add.group();        game.input.onDown.add(createBlock, this);        }function update() {            game.physics.collide(blocks, platforms);    game.physics.collide(blocks, blocks);}        function createBlock() {    var block = blocks.create(game.input.mousePointer.x, game.input.mousePointer.y, 'block');    block.body.acceleration.y = 100;    block.body.allowRotation = true;    block.body.mass = 3;    block.body.bounce.y = 0;}
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  • 4 months later...

if you reduce mass to 0 they won't go through the floor but still they will move a little bit into it. I'm trying to figure out a better solution.


Edit: The problem is (probably) that two collisions happen on the same time.Sadly my knowledge stops here, i can't help you further .

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