caramucho Posted July 6, 2017 Share Posted July 6, 2017 Hi, I'm new to phaser and I have a problem with collision in a simple 2D game I have sprite falling one on the over. But after the 7th boxe dropped, fallen boxes overlap one over one. It's certainly a physics issue regarding weight and gravity (and a limit with dealing compression of sprites in a limited area). But I don't want this as it's a 2D game. (no over Z-axe is supposed to exist) Do you know how to avoid this ? Thanks by advance Here's my code. Best regards var game = new Phaser.Game(1280, 720, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update }); function preload() { game.load.image('ground', 'assets/platform.png'); game.load.image('cube0', 'assets/cube0.png'); game.load.image('sky', 'assets/sky_6400.png'); } var platforms; var cubes; function create() { game.physics.startSystem(Phaser.Physics.ARCADE); game.add.tileSprite(0, 0, 6000, 6000, 'sky'); game.world.setBounds(0, 0, 6000, 1440); game.physics.arcade.gravity.y = 90; platforms = game.add.group(); platforms.enableBody = true; var ground = platforms.create(0, 600, 'ground'); ground.scale.setTo(2, 2); ground.body.immovable = true; ground.body.allowGravity = false; cubes = game.add.physicsGroup(Phaser.Physics.ARCADE); for (var j = 9; j > 0; j--) { cube = cubes.create(300, j*50 , 'cube0'); } } function update() { game.physics.arcade.collide(cubes); game.physics.arcade.collide(cubes, platforms); } function render() { game.debug.cameraInfo(game.camera, 32, 32); } Link to comment Share on other sites More sharing options...
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