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Phaser arcade physics: multiple within group.


The_dude8080
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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...

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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?

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