ForgeableSum Posted May 15, 2018 Share Posted May 15, 2018 A pretty glaring problem really, and easily reproducible. My physics bodies appear to stick to each other on collide. That's two moving bodies, both with some velocity, and 1 of which is immovable. You can see it yourself by playing my game, activating a shield and flying into an asteroid: http://booster.space I've tried the following: * changing the bounce values on both bodies (tried .5, ,1, etc) * set stopVelocityOnCollide to false on both bodies * switching between circular physics bodies and rectangular physics bodies No luck. It seems, no matter what I do, the ship won't bounce off the asteroid like a normal physics collision would do. Instead, the ship sticks to it. It's extremely frustrating for players (and I am one of them). Using Phaser 2.6.2. Link to comment Share on other sites More sharing options...
samme Posted May 15, 2018 Share Posted May 15, 2018 There was a problem with sticking during some circular collisions, fixed in CE. But I don't remember any problem with rect–rect collisions. Here is 2.6.2: https://samme.github.io/phaser-plugin-debug-arcade-physics/ Link to comment Share on other sites More sharing options...
ForgeableSum Posted May 15, 2018 Author Share Posted May 15, 2018 Hmm, because I tried rect-rect and it still had the problem. Link to comment Share on other sites More sharing options...
samme Posted May 16, 2018 Share Posted May 16, 2018 Is there body.acceleration? Link to comment Share on other sites More sharing options...
ForgeableSum Posted May 16, 2018 Author Share Posted May 16, 2018 30 minutes ago, samme said: Is there body.acceleration? Nope. But I think I may have solved it - if you play the game and collide with asteroid while you have a shield on . Let me know if it seems like "normal collision behavior." Link to comment Share on other sites More sharing options...
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