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Box2D and setTileIndexCallback


DemitriyDN
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Hi to all.

i've just started learn how to do simple staff on Phaser + Box2D

My question is:

In `Arcade` physics we have next:

I draw "coin" on a tilemap and then do 

 map.setTileIndexCallback(26, hitCoin, this);

Such behaviour allows me to draw coins inside tilemap

But when i started using 'box2d' physics in tutorials i found only next:
We should draw tilemap without coins and then add group of coins inside code:

  var coins = game.add.group();
  coins.enableBody = true;
  coins.physicsBodyType = Phaser.Physics.BOX2D;

  for (var i = 0; i < 2; i++) {
    var sprite = coins.create(100 * (i+1), 200, 'coin');
    sprite.body.setCollisionCategory(26);
    sprite.body.gravityScale = false;
    sprite.body.sensor = true;
  }

then use something like:

ball.body.setCategoryContactCallback(26, hitCoin, this);

I really do not like such implementation - because in the future i should manually specify position of each coin.

 

Is there a way to detect tile overlap for BOX2D physics?

Thanks.

 

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