The_dude8080 Posted November 23, 2016 Share Posted November 23, 2016 Hello. Collision between 2 sprites of the same group work fine (despite of the forces that are applied to them). However when I add more and more sprites the collision starts getting bugged => some sprites don't collide anymore. The whole world kinda goes to chaos. How could I solve this for a multiple collision check? Can I do it with just phaser or do I need create my own collision functions. If yes can someone help me? Reall need in the case... Link to comment Share on other sites More sharing options...
LuizOtavio Posted November 23, 2016 Share Posted November 23, 2016 hi @The_dude8080, 'Phaser.Physics.Arcade.collide' method can receive two arrays of sprites (in their 2 first params). if some sprite from array 1 collide with sprite from arr 2, the handle will be called, right? So, if u just going to push these new sprites to one of those 2 arrays? cheers The_dude8080 1 Link to comment Share on other sites More sharing options...
The_dude8080 Posted November 23, 2016 Author Share Posted November 23, 2016 1 hour ago, LuizOtavio said: hi @The_dude8080, 'Phaser.Physics.Arcade.collide' method can receive two arrays of sprites (in their 2 first params). if some sprite from array 1 collide with sprite from arr 2, the handle will be called, right? So, if u just going to push these new sprites to one of those 2 arrays? cheers I think that is correct, yes. However the collision when in large groups is in fact not working... Why is that then? Link to comment Share on other sites More sharing options...
LuizOtavio Posted November 23, 2016 Share Posted November 23, 2016 well, can you post your code or some sample? The_dude8080 1 Link to comment Share on other sites More sharing options...
The_dude8080 Posted November 23, 2016 Author Share Posted November 23, 2016 1 hour ago, LuizOtavio said: well, can you post your code or some sample? Well I found other threads about the issue. It seems that arcade physics are not optimized for more complex collisions. I better go with p2 instead. Works much better ( just tougher no CPU...) Link to comment Share on other sites More sharing options...
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