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Showing results for tags 'outOfBounds'.
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I'm trying to check if a whole group is outside of the visible bounds, so i can process it for cleaning up memory. I've got my world bounds set to this: var w = window.innerWidth, h = window.innerHeight;game.world.setBounds(0, 0, w, h);I've tried a few things, but i guess what i'm looking for is something like "group.events.onOutOfBounds()" I realise this doesn't exist, but is there anything that would do the job? Is it possible to check if a group is out of bounds, or do i have to check everything in the group individually? Thanks
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- phaser
- outofbounds
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I've got npc's that can go offscreen when player moves left/right but as they go out of bounds collision stops working on ground and they end up colliding with the world bounds, what would be the best way to handle them? do i save their positions on outOfBounds? or disable gravity for them or somehow keep ground collisions working out of camera?
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- offscreen
- outOfBounds
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