alvatar Posted February 8, 2014 Share Posted February 8, 2014 I'm trying to make a little game using physics, where the user pushes balls around. The balls are defined as Sprite extensions, like this: function Player(game, type) { Phaser.Sprite.call(this, game, game.world.randomX, game.world.randomY, 'player') this.anchor.setTo(0.5, 0.5) this.type = type this.body.collideWorldBounds = true this.body.allowRotation = true this.body.bounce.setTo(0.6, 0.6) this.body.setCircle(50) this.body.angularDrag = 50 this.body.drag = 5 game.add.existing(this) } And the interaction is based on doing: this.players.getAt(0).body.velocity.x -= 10with every one of the directions, depending on the key pressed. It works, I can push elements around. But I'm facing an issue, I don't know it it's a bug or it's just expected to work like this and I'm missing something. The problem is that the elements overlap in some situations. For example, if I keep pressing the key, forcing the sprite against another one, it may finally "break" the collision boundary and overlap. Is there a solution for this? Is it a known issue? Thank you Link to comment Share on other sites More sharing options...
alvatar Posted February 13, 2014 Author Share Posted February 13, 2014 Seems fixed in 1.1.5 Link to comment Share on other sites More sharing options...
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