yigitozdemir Posted September 16, 2014 Share Posted September 16, 2014 Hi Guys, I recently started to html5 game development. I choose Phaser library to build games. After Java work for years i feel little bit weird Here is my question. As i read in examples and tutorials, i created a tilemap example for testing. When i add y-axis gravity down-wards collision works but others not (i dont want any gravity) When i remove the gravity, there is no collision work. here is my code:var game = new Phaser.Game(500,500,Phaser.AUTO,'game');var layer;var map;var player;var cursors;var mainState = { preload: function() { this.game.stage.backgroundColor = '#FFFFFF'; game.load.tilemap('map','map.json',null,Phaser.Tilemap.TILED_JSON); game.load.image('tiles','Images/tileset.png'); game.load.image('player', 'Images/blue.png'); }, create: function(){ game.physics.startSystem(Phaser.Physics.ARCADE); map = game.add.tilemap('map'); map.addTilesetImage('tileset', 'tiles'); map.setCollision(1); layer = map.createLayer("layer1"); layer.debug = true; layer.resizeWorld(); player = game.add.sprite(62,62,'player'); game.physics.arcade.enable(player); game.physics.enable(player, Phaser.Physics.ARCADE); player.body.collideWorldBounds = true; cursors = game.input.keyboard.createCursorKeys(); game.camera.follow(player); }, collide: function(){ console.log('debug'); }, update: function(){ game.physics.arcade.collide(player, layer, mainState.collide, null, this); player.body.velocity.x = 0; if (cursors.up.isDown) { player.body.y -= 4; } else if (cursors.down.isDown) { player.body.y += 4; } if (cursors.left.isDown) { player.body.x -= 4; } else if (cursors.right.isDown) { player.body.x += 4; } },}game.state.add('main',mainState);game.state.start('main');i just want to collide a block of map and the rectangle image that i cereated and dont move, nothing much But there is nothing shows up in console, so we now there is no collision. What do you think about my problem? Can it survive? Regards Link to comment Share on other sites More sharing options...
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