Staafsak Posted August 21, 2015 Share Posted August 21, 2015 Hello people,I have a problem with collision in my demo game. (800x800 pixels) It won't allow me to walk around.also there is no worldbounds because it doesn't work too. I have checked the console in different browser, but theres no error. EDIT: Yes, I have been checking out the examples etc, but got no clue what am doing wrong. window.RPG.Game.Main = function () { this.cursors = null;};window.RPG.Game.Main.prototype.preload = function() { // World map this.load.tilemap('demo-map', 'assets/tilemaps/demo-map.json', null, Phaser.Tilemap.TILED_JSON); // Sprites // {1} = Width frame // {2} = Height frame // {3} = how many frames - leave blank if frames fill up the entire PNG. this.load.spritesheet('player', '/assets/sprites/chara0.gif', 32, 32); // Images // {1} = Image name (in the map.json) // {2} = Image path (on the server) this.load.image('items', '/assets/sprites/items.png'); this.load.image('font0', '/assets/sprites/font0.png'); this.load.image('icon0', '/assets/sprites/icon0.png'); this.load.image('tiles', 'assets/sprites/map1.gif'); this.load.image('npcs', '/assets/sprites/npcs.png'); this.load.image('pad', '/assets/sprites/pad.png'); this.load.image('x', 'assets/sprites/x.png');};window.RPG.Game.Main.prototype.create = function () { //1 Physics this.game.physics.startSystem(Phaser.Physics.P2JS); // Camera controls this.cursors = this.input.keyboard.createCursorKeys(); this.game.world.setBounds(-800, -800, 1600, 1600); // Scaling the Camera to better zoom this.game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL; // Define map variables var map, backgroundLayer, blockedLayer; // Load the map and objects map = this.add.tilemap('demo-map'); map.addTilesetImage('map1', 'tiles'); map.addTilesetImage('x', 'x'); map.createFromObjects('objectLayer'); // Render the background layer backgroundLayer = map.createLayer('backgroundLayer'); backgroundLayer.resizeWorld(); // Render the blocked layer blockedLayer = map.createLayer('blockedLayer'); blockedLayer.resizeWorld(); // Render the object layer map.createFromObjects('objectLayer'); blockedLayer.resizeWorld(); // Create player this.player = this.game.add.sprite(this.game.world.centerX,this.game.world.centerY, 'player'); // 0 = down // 1 = up // 2 = left // 3 = right this.player.direction = 0 // Animate player // 0, 1, 2, = which frames // 5 = frequency of change this.player.animations.add('walkD', [1, 0, 2], 5, true); this.player.animations.add('walkL', [9, 10, 11], 5, true); this.player.animations.add('walkR', [18, 19, 20], 5, true); this.player.animations.add('walkU', [27, 28, 29], 5, true); // Camera follows player position this.game.camera.follow(this.player); //1 physics enable on player //+ set body //+ collide with world bounds this.game.physics.p2.enable(this.player); this.player.body.setCircle(28); this.player.body.collideWorldBounds = true; };window.RPG.Game.Main.prototype.update = function () { //1 Stop moving on collision this.player.body.setZeroVelocity(); // Movement code here}; Link to comment Share on other sites More sharing options...
Staafsak Posted August 23, 2015 Author Share Posted August 23, 2015 Nobody can help?.. Link to comment Share on other sites More sharing options...
Staafsak Posted August 23, 2015 Author Share Posted August 23, 2015 Found the problem. Link to comment Share on other sites More sharing options...
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