Anicet Posted August 30, 2017 Share Posted August 30, 2017 Hi everyone, I'm actually making a simple 2d platformer with arcade physic and I recently implemented a tiled tilemap which contain an "object layer". In this object layer I draw collision zone with the polyline tool. Now I want thoses "collision zones" to be recognized by phaser. Which mean : if the player overlap "object layer"'s content, it will blocked as if it was a wall. I just want to know if this is possible or if I must set collision "on" for my tile layers in which I may put all my walls tiles. Also, If I must use the 2nd solution, if my tile sprite is smaller than my 24x24 tile square (I attached an example), will the hitbox fit the sprite size or the 24x24 square ? Thanks beforehand. Link to comment Share on other sites More sharing options...
rich Posted August 30, 2017 Share Posted August 30, 2017 This is the Phaser 3 forum, you won't get any replies in here. Please post to the Phaser forum instead. I'll move this thread there now, but it may be too old to get any responses. Link to comment Share on other sites More sharing options...
samme Posted August 30, 2017 Share Posted August 30, 2017 For Arcade Physics you would have to create physics-enabled Sprites from the tilemap objects (createFromObjects). But those would be rectangles. For other shapes you would have to test collisions yourself. Link to comment Share on other sites More sharing options...
Recommended Posts