endel Posted January 19, 2014 Share Posted January 19, 2014 Hey guys, I'm changing the Sprite position directly via tweens, how do I handle collisions in this case?I can't use body acceleration/speed due the precision needed on the start/end positions. The collider is using `sprite.body` position and can't trigger my callback, due `sprite.position.x` isn't the same as `sprite.body.x`. Any help?Thanks Link to comment Share on other sites More sharing options...
jcs Posted January 19, 2014 Share Posted January 19, 2014 you can call Phaser.Physics.Arcade.overlap() directly on the objects you are interested in. it won't perform any physics-related activities (i.e. separation) itself, you'll have to handle that. Link to comment Share on other sites More sharing options...
Recommended Posts