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Static Group children don't recognize collider


shibamiko
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Second question today, but it's my first time making a game ever, and I've wracked my brain for an hour already and still no dice. Making a simple game where a dog goes to the park and collects bones. I've been able to make all the functionality work pretty well. The only thing I can't figure out is that the randomly placed bones, won't recognize these colliders telling them not to land on the static trees and shrubs on the game board:

this.physics.add.collider(bones, trees);

this.physics.add.collider(bones, shrubs);

Any feedback is appreciated, code is below, thanks!

var player;
var trees;
var shrubs;
var cursors;
var bones;

class Scene1 extends Phaser.Scene {
  constructor() {
    super({key: "Scene1"});
  }

  preload() {
    this.load.image('Background', 'https://s25.postimg.cc/fkh4tcpq7/Green-_Background.png');
    this.load.image('Trees', 'assets/tree-apple-right.gif');
    this.load.image('Shrubs', 'assets/shrubs.gif');
    this.load.image('Bone', 'https://s25.postimg.cc/l3xgg2e4v/Dog_Bone.gif');
    this.load.spritesheet(
      'Miko',
      'assets/miko-all-directions.png',
      {
        frameWidth: 64,
        frameHeight: 64
      }
    )
  }

  update() {
    if (cursors.left.isDown) {
      player.setVelocityX(-160);
      player.anims.play('left', true);
    } else if (cursors.right.isDown) {
      player.setVelocityX(160);
      player.anims.play('right', true);
    } else if (cursors.up.isDown) {
      player.setVelocityY(-160);
      player.anims.play('up', true);
    } else if (cursors.down.isDown) {
      player.setVelocityY(160);
      player.anims.play('down', true);
    } else {
      player.setVelocityX(0);
      player.setVelocityY(0);
      player.anims.play('turn');
    }
  }

  create() {
      //Create the background
      this.physics.add.sprite(config.width / 2, config.height / 2, "Background");

      // Create the Static trees
      trees = this.physics.add.staticGroup();
      trees.create(160, 500, 'Trees');
      trees.create(625, 500, 'Trees');
      trees.create(160, 100, 'Trees');
      trees.create(625, 100, 'Trees');

      // Create the Static shrubs
      shrubs = this.physics.add.staticGroup();
      shrubs.create(400, 295, 'Shrubs');
      shrubs.create(400, 130, 'Shrubs');
      shrubs.create(400, 470, 'Shrubs');
      shrubs.create(150, 295, 'Shrubs');
      shrubs.create(630, 295, 'Shrubs');

      //Create the Bones to be collected
      bones = this.physics.add.staticGroup({
        key: "Bone",
        repeat: 6
      })

       bones.children.iterate(function(bone) {
         bone.setX(Phaser.Math.FloatBetween(32, config.width - 32));
         bone.setY(Phaser.Math.FloatBetween(32, config.height - 32));
         if (bone.x > config.width - 32) {
           bone.setX(config.width - 48);
         } else if (bone.x < 32) {
           bone.setX(48);
         }

         if (bone.y > config.height - 32) {
           bone.setY(config.height - 48);
         } else if (bone.y < 32) {
           bone.setY(48);
         }
       });

       bones.refresh();

      // Create animations for player
      player = this.physics.add.sprite(50, 245, "Miko");
      player.setCollideWorldBounds(true);

      this.anims.create({
        key: 'left',
        frames: this.anims.generateFrameNumbers('Miko', { start: 0, end: 3 }),
        frameRate: 10,
        repeat: -1
      });

      this.anims.create({
        key: 'turn',
        frames: [ { key: 'Miko', frame: 4 } ],
        frameRate: 20
      });

      this.anims.create({
        key: 'right',
        frames: this.anims.generateFrameNumbers('Miko', { start: 5, end: 8 }),
        frameRate: 10,
        repeat: -1
      });

      this.anims.create({
        key: 'up',
        frames: this.anims.generateFrameNumbers('Miko', { start: 9, end: 12 }),
        frameRate: 10,
        repeat: -1
      });

      this.anims.create({
        key: 'down',
        frames: this.anims.generateFrameNumbers('Miko', { start: 13, end: 16 }),
        frameRate: 10,
        repeat: -1
      });

      // Allows player and bones to not overlap trees and shrubs
      this.physics.add.collider(bones, trees);
      this.physics.add.collider(bones, shrubs);
      this.physics.add.collider(player, trees);
      this.physics.add.collider(player, shrubs);

      function collectBone (player, bones) {
        bones.disableBody(true, true);
      }

      this.physics.add.overlap(player, bones, collectBone, null, this);

      //Moving miko
      cursors = this.input.keyboard.createCursorKeys();
  }
}

Screen Shot 2018-08-24 at 3.47.39 PM.png

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On 8/24/2018 at 3:50 PM, shibamiko said:

The only thing I can't figure out is that the randomly placed bones, won't recognize these colliders telling them not to land on the static trees and shrubs

Collide doesn't separate objects when both have zero velocity.

You could try running overlap once for that case and separating them manually in the callback.

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