Jump to content

ArcadePhysics Overlap


Recommended Posts



First of all;

I'm using Phaser 2.0.0, I have two sprite groups, "newspaper" and "home" and I'm moving the home group with clockwise movement of mouse.

I do "game.physics.arcade.enable(sprite);" thing for all sprites in these groups.


When i'm trying detect overlap with this code, 

this.physics.arcade.overlap(this.newspaper, this.homes, (newspaper, home) => {                            if (newspaper.name == 'newspaper' && home.name == 'newspaper') {                                newspaper.name = '';                                home.name = '';                                this.money += 1;                            }                        });

It doesn't work :(


When i'm trying Phaser 1.1.6, it works but i can't use Phaser 1.1.6..


How i can solve this problem ASAP?


Thx for answers

Link to comment
Share on other sites

Try adding a 

this.newspaper.forEachAlive(function(newspaper){    game.debug.body(newspaper);});this.homes.forEachAlive(function(home){    game.debug.body(home);});

to your update function to see if the bodies are actually colliding and not reporting it.


Also, are you enabling physics on the group itself? What I did to make it work was, instead of enabling physics on each sprite individually, I just called:


Right after populating all the sprites to the group. 

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


  • Recently Browsing   0 members

    • No registered users viewing this page.
  • Create New...