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Collider not working properly with groups


manekin
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Hello,

I'm trying to create a group of enemies, the problem is that collisions with tile map are not working. As you can see in the attached photo, enemies only collide with the bottom of a tile. Before I created a group, I was using a single sprite and everything was fine, also my main character collides without issues as well. 

Here's my code:

let map = this.add.tilemap('bcg', 32, 32, 1280, 720);
map.addTilesetImage('tileset');
let layer = map.createStaticLayer(0, 'tileset');
map.setCollision([0], true, layer);
this.enemies = this.add.group({
    classType: Enemy,
    active: false,
    maxSize: 5,
    runChildUpdate: true
);
this.physics.add.collider(this.enemies, layer);
class Enemy extends Phaser.GameObjects.Sprite {
    constructor(scene) {
        super(scene);
        scene.add.existing(this);
        scene.physics.world.enable(this);
        this.hp = 100;
        this.direction = 1;
        this.attackRadius = 300;

        this.ammo = null;
        this.fireRate = 500;
        this.lastFired = 0;
        this.firing = false;

        this.patrolDistance = 150;
        this.distTraveled = 0;

        this.body.collideWorldBounds = true;
    }

.
.
.

 

bug.jpg

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How do I create a physics group that contains Enemy objects? I'm assuming that you want me to use this.physics.add.group(), right? I'm sorry if this is a stupid question, but I'm completely new to phaser.

 

@Edit

I turned on physics debugging, it seems like the "hitbox" (is that what it's called?) is half the size it should be. 

bug3.jpg

 

@Edit2

I managed to make it work by adding this.body.height = 64; to the Enemy class' constructor. There must be a better solution, right?

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How are you setting the texture of the enemy sprites? If there's no texture specified when the body is created it will get the size of default one (32 × 32).

You need something like 

class Enemy extends Phaser.GameObjects.Sprite {
    constructor(scene, x, y, key, frame) {
        super(scene, x, y, key, frame);
        // …
    }
}

 

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How can I pass parameters to class' constructor while using group? Should I create an empty group and fill it with objects in a loop?

 

Would that work?

this.enemies = this.add.group();
for(int i = 0; i < 5; i++){
    this.enemies.add(new Enemy(this, 200, 200, 'enemy_sprite'));
}

 

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No, it didn't, perhaps i'm doing it wrong.

this.enemies = this.add.group({
    maxSize: 5,
    runChildUpdate: true
});

for (let i = 0; i < 5; i++) {
    this.enemies.add(new Enemy(this, Phaser.Math.Between(48, 1200), Phaser.Math.Between(0, 64), 'enemy_sprite', 0), true);
}

 

@Edit

Ok, it's working now, I forgot to pass the parameters in super().

Thank you for your help!

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