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Particle emitter and sprite collision callback not working.


prateek.pradeep
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I am using particle emitter to generate particle and i want a call back when each of the particle collide with my body.

Here is the NOT WORKING code:

 

 

var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update, render:render });

var leftEmitter;
var rightEmitter;
var ball;
var score_label;
function preload() {

    game.load.image('sky', 'assets/skies/cavern2.png');
    game.load.spritesheet('balls', 'assets/sprites/balls.png', 17, 17);

}

function create() {

    ball = game.add.image(300,300 , 'balls',0);
    ball.scale.setTo(15,15);
    game.physics.enable(ball, Phaser.Physics.ARCADE);

    leftEmitter = game.add.emitter(50, game.world.centerY - 200);
    leftEmitter.setXSpeed(100, 200);
    leftEmitter.setYSpeed(-50, 50);
    leftEmitter.enableBody = true;
    leftEmitter.physicsBodyType  = Phaser.Physics.ARCADE;
    leftEmitter.makeParticles('balls', [0,1,2], 1, true, true);

    // explode, lifespan, frequency, quantity
    leftEmitter.start(false, 5000, 100);


}

function update() {

    game.physics.arcade.collide(ball, leftEmitter, change, null, this);

}

function change(a, b ) {
   //Not getting any  callback

}
 

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maybe (a shot into the blue)  you need to create particles before adding a physics body so all particles get this physics body??

 

in this example it's working without enableBody or bodyType

 http://examples.phaser.io/_site/view_full.html?d=particles&f=when+particles+collide.js&t=when%20particles%20collide

 

Your guess did not worked.

I modified the same example as you mentioned and landed up to this problem.

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Not sure what you tried to do to the poor emitter.. this works:

(I just removed the rightEmitter from the example and added a physics enabled ball...)

var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update });var leftEmitter;var ball;function preload() {    game.load.spritesheet('balls', 'balls.png', 17, 17);}function create() {    leftEmitter = game.add.emitter(50, game.world.centerY - 200);    leftEmitter.bounce.setTo(0.5, 0.5);    leftEmitter.setXSpeed(100, 200);    leftEmitter.setYSpeed(-50, 50);    leftEmitter.makeParticles('balls', 0, 250, 1, true);    ball = game.add.sprite(100,100, "balls", 2);    ball.scale.x = 5;    ball.scale.y = 5;    game.physics.enable(ball, Phaser.Physics.ARCADE);    leftEmitter.start(false, 5000, 20);}function update() {    game.physics.arcade.collide(ball, leftEmitter , change, null, this);}function change(a,  {    a.frame = 3;    b.frame = 3;}
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