Sibbngheid Posted July 19, 2018 Share Posted July 19, 2018 Hi, I'm started develop my first Phaser game 2 weeks ago and I'm using Phaser CE. In my game there is a monster and lots of players with P2 physics. When monster kill a player, I make killed player's alpha = 0.1 and set new collision group e.g., setCollisionGroup(deadCollisionGroup) for no collide with alive players. But dead player isn't collide with world bounds. My simplified code: // p2 physics game.physics.startSystem(Phaser.Physics.P2JS); game.physics.p2.restitution = .4; var players = game.add.group(); players.enableBody = true; players.physicsBodyType = Phaser.Physics.P2JS; // collision groups var playerCollisionGroup = game.physics.p2.createCollisionGroup() var deadCollisionGroup = game.physics.p2.createCollisionGroup() var player = players.create(0, 0, 'sprite'); player.body.setCollisionGroup(playerCollisionGroup); // initial collision group // when player dies in action player.body.setCollisionGroup(deadCollisionGroup); There is a lot of definition about collisions and world bounds in Pahser CE documentation. I'm confused about that. How should I do that? Link to comment Share on other sites More sharing options...
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