korgoth Posted May 3, 2014 Share Posted May 3, 2014 Hello! If i use a high Y velocity on tilemap the collide event is not fired. Here is an example: http://examples.phaser.io/_site/view_full.html?d=tilemaps&f=map+collide.js&t=map%20collide After I modify the p.body.velocity.y = -200; line to p.body.velocity.y = -2000; and try to jump under the first platform the phaser-dude sprite is jump through the platform. Is there a way to avoid that? Thank You. Link to comment Share on other sites More sharing options...
Heppell08 Posted May 3, 2014 Share Posted May 3, 2014 If the velocity is too much things like that will happen.Also what phaser version are you using because in older versions there was a physics bug but this has been totally fixed with the introduction of arcade/P2 and ninja physics systems. Link to comment Share on other sites More sharing options...
korgoth Posted May 3, 2014 Author Share Posted May 3, 2014 The version is 2.0.4. Another thing: If i not use the tilemap system but draw the platform's sprites one by one the high velocity is not a problem. Link to comment Share on other sites More sharing options...
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