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Found 4 results

  1. Im using 2.0 arcade physics for a platformer i'm making but my player keeps colliding with invisible overhead tiles , running through tiles ,and sinking into the floor. I've tried changing around numbers in my setCollisionBetween and setCollisionByExclusion but collision detection is all over the place. I never really ran into this problem with the earlier phasers. Its to the point where the game is kinda unplayable. The links below are to hastebin.com Here is my tilemap.json. I only want the player to collide with "ground"And here is my actual game code game.js is there anything i can do to fix this?
  2. Hi, I've just started porting a bunch of games from version 1.1.6 and I'm struggling to work out how to get the same effects using P2 that were pretty straight forward with the Arcade physics engine. Because setCircle() has been removed from the Arcade engine I need to use P2 to make sure my collisions are correct. Here's a snippet from my update loop previously where I was checking if a radar 'blip' overlapped any of the other blips in the this.blips array: this.game.physics.overlap( plane.blip, this.blips, function( blip1, blip2 ) { this.onCrash();}, function( blip1, blip2 ) { return blip1.group.alive && blip2.group.alive;}, this ); So I'm looking at using body.onBeginContact.add() but that seems to cause the sprites to start interacting with each other which I don't want. Any suggestion on how to recreate the above? The physics.overlap method before was so simple!
  3. Hello. I am migrating to version 2.0.0 and have problems with my tileMap. The problem is that it seems the collision of the tiles is offset but the image is positioned correctly. Can anyone help me with this? In version 1.1.6 worked properly....
  4. Hi! I have this error... Cannot read property 'worldTransform' of null Any idea?
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