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setCircle doesn't work on a staticGroup game object


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I have a staticGroup of floating coins from a tilemap and I wanted to make the collision area circular and the correct size however:

I tried calling `setCircle` on each object in the group but it has no effect.

If I change the staticGroup to a group, I can see the circle form when using debug mode. 

However this then subjects the group to gravity and my objects fall out of the game


Here's the relevant code:

function create() {
    var coinTiles = map.addTilesetImage('coin');
    coinLayer = map.createDynamicLayer('Coins', coinTiles, 0, 0);

    // I tried changing this to this.physics.add.group();
    coinGroup = this.physics.add.staticGroup();

    // Loop over each Tile and replace sprite
    coinLayer.forEachTile(tile => {
        if (tile.index === 17) {
            const x = tile.getCenterX();
            const y = tile.getCenterY();
            const coin = coinGroup.create(x, y, "coin");

            // This line seems to have no effect on static objects.
            coin.body.setCircle(10, 10 , 10);

            coinLayer.removeTileAt(tile.x, tile.y);
   // etc...




Group: (ignore circle offset being completely off)



Edited by maikthomas
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Hi samme, thanks for your reply! Unfortunately that's not solved it for me.

I tried coinGroup.refresh() and I also tried calling refreshBody() on each Individual object. The bodies are still square (see below).

I'm not sure refresh is the issue as setCircle does have a effect, it is just not the desired effect:

Before setCircle:


after setCircle (and after any combination of refresh functions)


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Ok, so now I'm starting to think it is working, and it's actually the debug render that is wrong.

Refresh still not needed though.

Images below show what I believe to be a bug.

!! NOTE: The white circle is the sprites helmet, it is not a debug shape or anything to do with the coin. I now realise how confusing this picture might be.

left: setCircle() - we can see the debug squares overlapping and yet the coin (yellow) is still there

right: setSize() - squares are barely touching and coin has already been collected.


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OK, it turns out Phaser.Physics.Arcade.StaticBody#drawDebug draws a rectangle no matter what the body shape.

You could try 

Phaser.Physics.Arcade.StaticBody.prototype.drawDebug = Phaser.Physics.Arcade.Body.prototype.drawDebug;


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  • 2 weeks later...

Thanks @samme,

I tried that but no luck.

I've opened an issue with Phaser on github https://github.com/photonstorm/phaser/issues/4168

I might take a look at the code myself if I get some time.
Edit: I have opened a PR with the fix https://github.com/photonstorm/phaser/pull/4170

Edited by maikthomas
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