rafaholiveira Posted November 22, 2013 Share Posted November 22, 2013 In my game, this line:game.physics.collide(player, layer["blue_wall"], blueWallCollisionHandle, null, this);(Player is a sprite, and layer["blue_wall"] is a tilemapLayer) blueWallCollisionHandle is never called.I searched the collision function in the source, and I found that in the function collideSpriteVsTilemapLayer (in ArcadePhysics.js), this line:if (this.separateTile(sprite.body, this._mapData[i]))always return false, because separateTile don´t return a value, but set the value in this._result. And because of this, collideCallback isn´t called. Link to comment Share on other sites More sharing options...
powerfear Posted November 23, 2013 Share Posted November 23, 2013 I think this is fixed in the dev branch Relevant commit: https://github.com/photonstorm/phaser/commit/38bd00b4ed753be4aa70128c7b20945b71e0cdcc Link to comment Share on other sites More sharing options...
hackenstein Posted November 23, 2013 Share Posted November 23, 2013 Have you set the tileset to collide?tileset.setCollisionRange(0, tileset.total - 1, true, true, true, true); Link to comment Share on other sites More sharing options...
rich Posted November 24, 2013 Share Posted November 24, 2013 Yes this is fixed in dev and will be in 1.1.3 which we'll release next week. Link to comment Share on other sites More sharing options...
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