ojn17041991 Posted June 10, 2017 Share Posted June 10, 2017 I've got a basic game with some collectable items and things work OK (the player can collect them), but if I change the method of movement from using the velocity property, to updating body.position directly, the collisions no longer apply. The sprite moves exactly as I would expect, but I would've expected the collision-box of the sprite to move with it, but it seems as though this doesn't happen. I know I can just use velocity, but I'd rather not (It's giving me problems anyway, but that's not really the purpose of this post). I just want to know what Phaser uses to determine collisions and why it isn't aligned with body.position by default. Link to comment Share on other sites More sharing options...
samme Posted June 11, 2017 Share Posted June 11, 2017 If you just need overlap checks, use arcade.overlap instead of arcade.collide. The sprite body is probably in the right place, but arcade.collide doesn't try to separate two zero-velocity bodies. Link to comment Share on other sites More sharing options...
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